[{"name":"A Distant Cry","description":"3rd-level Conjuration Range: Self Components: V, S, M Duration: Concentration, up to 1 hour You are surrounded by a haunting, voiceless voice from the Plane of Darkness that whispers cold secrets in your ears. For the duration of the spell you have disadvantage on Perception checks that rely on your sense of hearing; you deal an extra 2d6 cold damage to a target whenever you hit it with an attack; and you gain the benefit of half cover against any attack, spell or effect targeting you. At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Abberate","description":"2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance doesn’t apply to the triggering damage.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Abduct","description":"7th-level conjuration Casting Time: 1 minute Range: 1 mile Components: V, S, M (a silver saucer) Duration: 1 hour This spell teleports a creature to your location. Choose a creature within range that is known to you as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell’s duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"1 mile"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aberrate","description":"2nd-level (hag) transmutation Casting Time: 3 minutes Range: 15 feet Components: V, S, M (large pregnant herbivore, such as an cow, horse, or ox, which is ritually killed) Duration: 24 hours This spell can only be cast in moonlight. A hag will cast this spell on two of her minions or slaves who must be restrained, willing, or otherwise forced to keep within five feet of the sacrifice during the duration of the casting of aberrate. A hag will sometimes cast this on a captive as a form of punishment or short-term curse, as was seen in the story of Prince Vilhelm “Drippy” whose womanizing and carousing convinced his third wife to make a deal with the hag Broomhill; she captured Vilhelm and turned him into a grotesque mix of human and boar for a day. When this spell is cast, two creatures no larger than Medium in size merge together to create a grotesque creature as hideous as it is violent and deadly. An example of a bugbear and ettercap transformed into a grotesque can be found in the bestiary. Any two Medium sized creatures can be turned into a grotesque by using the spell aberrate. Grotesque Statistics To create your own grotesque, choose the more powerful creature as the base creature, then combine their Str and Con bonus modifiers into a new ability (Str 15 and Str 13 have the bonuses +2 and +1. When combined you need a stat that gives a +3: either Str 16 or Str 17). Combine Con the same way and use the worst ability choice for Dex, Int, Wis, and Chr. Then take creative license with the rest. The combined creature should be +1 CR of whichever creature was strongest. The grotesque in the bestiary was created using these guidelines.","properties":{"Category":"Spells","Level":2,"School":"(hag) transmutation","Components":"V, S, M","Casting Time":"3 minutes","data-RangeAoe":"15 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Abeyed Discharge","description":"4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You conjure an eruption of force in the future. Choose a point within range to be the center of the explosion, which can’t be detected. When your concentration on this spell ends, a 30-foot-radius sphere centered on the chosen point erupts with power. Each creature in the area must make a Constitution saving throw. A creature takes 5d8 force damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Abhorrence","description":"You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Abhorrence","description":"Enchantment Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Abhorrent Apparition","description":"You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion","Expansion":5764,"Components":"M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Abhorrent Apparition","description":"4th-Level Illusion Casting Time: 1 action Range: 60 feet Components: M (a gourd with a face carved on it) Duration: Instantaneous You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Abi-Dalzim's Horrid Wilting","description":"8th-Level Necromancy Casting Time : 1 action Rang e: 15 0 feet Components: V, S, M (a bit of sponge) Duration : Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Abi-Dalzim’s Horrid Wilting","description":"8th-Level Necromancy Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a bit of sponge) Duration : Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Necromancy","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Abrupt Hug","description":"You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 reaction, which you take when you or a creature within 30 feet of you takes an Attack action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Absolute Command","description":"You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his body. At Higher Levels. When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10 feet for each slot level.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Absorb Elements","description":"1st-Level Abjuration Casting Time : 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Rang e: Self Components: S Duration : 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Components":"S","Damage Type":"See text","Casting Time":"1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Absorb Elements","description":"1st-Level Abjuration Casting Time : 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Rang e: Self Components: S Duration : 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Absorb Light","description":"This spell was developed by a thieves’ guild in Heartforge, home of the Flamegazer Halflings. Their natural glow makes it hard for them to hide in the shadows, and this spell offers a solution to the problem. It can be used by other races, too, as long as the caster has a source of light. Any light emitted by one object the caster has on their body (or the body itself, if it emits light) is instantly suppressed. A torch’s flame still burns, and can set other items on fire, but it radiates no light anymore. Once per turn, as a bonus action, the caster can switch this effect on or off without ending the spell. If the spell has absorbed light for at least ten rounds (one minute), the caster can release this energy in one sudden flash as a bonus action. One target standing no more than five feet away has to succeed on a Constitution Saving Throw, or be blinded until the end of their next turn. Releasing the energy in this way instantly ends the spell.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":17295,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Absorb Material","description":"","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Absorbing Field","description":"You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you. If you have no expended spell slots of that level, you don’t regain a spell slot, but this spell remains in effect. Even if the spell manages to bypass the field, you gain advantage on your saving throw.","properties":{"Category":"Spells","Level":6,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Absorbing Field","description":"6th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you. If you have no expended spell slots of that level, you don’t regain a spell slot, but this spell remains in effect. Even if the spell manages to bypass the field, you gain advantage on your saving throw.","properties":{"Category":"Spells","Save":"Spellcasting","Level":6,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Absorption","description":"You touch a willing creature and create a thin energy field around their body that sheds no light. For the duration, that creature has resistance to one elemental damage type of your choice: acid, cold, fire, lightning, or thunder.","properties":{"Category":"Spells","Level":3,"School":"Elemental","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Accelerate","description":"Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Accelerate","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a toy top) Duration: Concentration, up to 1 minute Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking Speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Accelerate Decelerate","description":"1st-level transmutation (chronomancy) Casting Time: 1 reaction, which you take when a creature you can see within 60 feet is hit with an attack Range: 60 feet Components: V, S, M (a drop of oil or a drop of molasses) Duration: Instantaneous This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting ability modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting ability modifier (to a minimum of 0 damage). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation (chronomancy)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 reaction","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Acceptance in the World","description":"Acceptance in the World Requirements: Level 11 Casting Time: 1 action Range: sight Duration: 2 hours Cost: 6 WP Cloaked in the mantle of the World’s Weave, the philosopher can fit in anywhere, making him or her the ultimate infiltrator. As long as he doesn’t give himself away by offensive action or thoughtless speech to arouse suspicion, he will be accepted in any group’s midst as a matter of course, unquestioned. Should he draw attention to himself, matters change, granting another saving throw for each eligible target. A saving throw only applies if the infiltrated group has members of equal or higher level than the philosopher, otherwise acceptance will be automatic. Normally, each target with the required level is allowed a saving throw, though in those rare cases where that might be impractical (due to too many eligible targets) the GM can decide to just make one roll for the target group.","properties":{"Category":"Spells","Level":6,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"sight"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Accursed Act","description":"1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (incense or a black candle) Duration: Concentration, up to 1 minute Lighting a candle, you speak dark curses in a lost tongue, directed at one creature you can see within range. That creature must make a Wisdom saving throw or be cursed for the duration. While cursed, the creature takes psychic damage once per turn equal to 1d8 + your spellcasting ability modifier whenever it attacks or casts a spell. If the target doesn’t attack or cast a spell on its turn, it can repeat its saving throw at the end of its turn, ending the effect on a success. A remove curse spell ends this curse early. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d8 psychic damage for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Acid Arrow","description":"2nd level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (Powdered rhubarb leaf and an adder's stomach) Duration: Instantaneous Classes: Wizard A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Acid Arrow","Level":2,"Range":"90 feet","Damage":"4d4","School":"Evocation","Target":"A target within range","Classes":"Wizard","Duration":"Instantaneous","Material":"Powdered rhubarb leaf and an adder's stomach","data-List":"false","Components":"V S M","Damage Type":"Acid","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":90,"data-DurationNum":0,"data-description":"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.","Higher Spell Slot Die":"d4","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Acid Barb","description":"You launch bolt of acid at an object or creature within range. On a hit, the target takes 1d4 acid damage. At the beginning of your next turn the target takes an additional 1d4 acid damage. Damage dealt with this spell against an object is doubled. Both the initial and secondary damage increase by 1d4 when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Acid Burn","description":"You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Evocation","Expansion":29025,"Components":"V, S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Acid Gate","description":"You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form. Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Acid Gate","description":"7th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of acid and a polished silver mirror worth 125 gp) Duration: Concentration, up to 1 minute You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Acid Rain","description":"You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Damage Type":"Acid","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Acid Rain","description":"You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Conjuration (Elemental)","Components":"V S M","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Acid Rain","description":"With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder , centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw , taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":23695,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft, ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Acid Rain","description":"5th-Level Conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a drop of acid) Duration: Concentration, up to 1 minute You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acid fall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Acid Rain","description":"3rd-level conjuration Casting Time: 1 action Range: 90 feet (20-foot-radius, 60-foot-tall cylinder) Components: V, S, M (a drop of acid) Duration: Concentration, up to 1 minute Class: Druid, Sorcerer, Warlock, Wizard With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder , centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw , taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft, ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Acid Rain","description":"3rd-level conjuration Casting Time: 1 action Range: 90 feet (20-foot-radius, 60-foot-tall cylinder) Components: V, S, M (a drop of acid) Duration: Concentration, up to 1 minute Class: Druid, Sorcerer, Warlock, Wizard With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder , centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw , taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":26720,"Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Acid Rain","description":"Until the spell ends, acid rain falls in a 40-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is lightly obscured, and exposed flames in the area are doused. Chemical pools accumulate on the ground in the area, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it takes 3d6 acid damage and must make a Dexterity saving throw. On a failed save, it falls prone in the pools, taking an additional 3d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Acid Splash","description":"Conjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increase by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Name":"Acid Splash","Save":"Dexterity","Level":0,"School":"Conjuration","Components":"V S","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Acid Splash","description":"cantrip conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Sorcerer , Wizard You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).","properties":{"Category":"Spells","Name":"Acid Splash","Save":"Dexterity","Level":0,"Range":"60 feet","Damage":"1d6","School":"Conjuration","Target":"One creature within range or two creatures within range that are within 5 feet of each other","Classes":"Artificer, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Acid","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.","data-Cantrip Scaling":"dice","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Acid Splash","description":"Conjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increase by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Name":"Acid Splash","Save":"Dexterity","Level":0,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Acid Splash","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere . Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage . Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Evocation","Expansion":32231,"Components":"V S","Damage Type":"Acid","Casting Time":"Action","Name":"Acid Splash","data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Acid Splash","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"Range":"60 feet","Damage":"1d6","School":"Evocation","Target":"5-foot-radius Sphere","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Expansion":33335,"data-List":"false","Components":"V S","Damage Type":"Acid","filter-Tags":"Inflict Damage, Dexterity Save, Acid Damage","Casting Time":"Action","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Acid Splash\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Acid Splash\\\",\\\"description\\\":\\\"You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. 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Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Acid Spray","description":"You spray a quick stream of acid toward a creature within range. The creature must succeed on a Dexterity saving throw or suffer 1d10 acid damage. This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Technique","Expansion":27051,"Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Acrid Orb","description":"You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"60 feet "},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Action","description":"1st-level transmutation (chronomancy) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: 1 round Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.","properties":{"Category":"Spells","Level":1,"School":"transmutation (chronomancy)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Acumen","description":"You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Acumen","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Adjust Position","description":"You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Adjust Position","description":"You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Adjust Position","description":"1st-Level Transmutation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Adjust Positioning","description":"","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Battle)","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Aegis","description":"You create a kinetic barrier around yourself to impair the impact from physical attacks. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. You also receive a +2 bonus to your Burst Save.","properties":{"Category":"Spells","Level":0,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Aegis of Honor","description":"1st-level abjuration Casting time: 1 reaction, which you take when a friendly creature you can see within 30 feet of you takes damage from an attack Range: 30 feet Components: v Duration: instantaneous You reach out toward the friendly target, placing a brief barrier between the target and the target’s attacker. The damage the target takes is reduced by 1d6 + your spellcasting ability modifier. If this effect reduces the damage to 0, you can turn the damage back on the attacker. Make a ranged spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you reduced. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes is reduced by an additional 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V","Damage Type":"force","Casting Time":"1 reaction, which you take when a friendly creature you can see within 30 feet of you takes damage from an attack","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Aerial Alacrity","description":"2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a feather from a bird of prey) Duration: 10 minutes Target a willing creature you can see within range that has a flying speed (including one with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: The target can take the Dash action as a bonus action. The target can hover. The target has advantage on Dexterity (Acrobatics) checks. The target doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aether Shroud","description":"","properties":{"Category":"Spells","School":"Conjuration","Expansion":32048,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aether Soul-Link","description":"","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":32048,"Components":"None","Casting Time":"Reaction","data-RangeAoe":"Self"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetherial Rift","description":"","properties":{"Category":"Spells","Level":6,"School":"Conjuration","Expansion":32048,"Components":"V, S, M ","Casting Time":"1 minute","data-RangeAoe":"10 miles"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetheric Adaptation","description":"","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":32048,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetheric Bedlam","description":"","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Abjuration","Expansion":32048,"Components":"S, M","Damage Type":"psychic","Casting Time":"1 action ","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetheric Communion","description":"","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":32048,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Unlimited in the Aetherial Expanse"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Afflict Line","description":"You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. Your target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. The victim has disadvantage on ability checks and saving throws made with the ability score that you choose when you cast the spell. In addition, the target's firstborn offspring is also targeted by the curse. The firstborn is allowed a saving throw of their own if they currently live, or they make one upon their birth if they're not yet born when the spell is cast. If the target's firstborn has already died, the curse passes to their next oldest offspring. Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family's lineage until one of them successfully saves against the curse and throws off your dark magic.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Necromancy (Ritual; High Elven)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Afflict Line","description":"You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring. Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Necromancy (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Afflict Line","description":"9th-level necromancy (ritual) Casting time: 1 minute Range: 1 mile Components: v, s, m (a statuette carved in the likeness of the victim worth at least 1,250 gp) Duration: permanent; one generation You invoke the darkest curses upon your victim and its descendants. This spell doesn’t require that you have a clear path to your target, only that your target is within range. The target must make a successful wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next eldest offspring. Ritual focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"After Image","description":"3rd-level illusion Casting Time: 1 action Range: Self Components: V, S, M (a silver hand mirror worth 50 gp) Duration: 10 minutes You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell’s duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal.","properties":{"Category":"Spells","Level":3,"School":"illusion","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aganazzar's Scorcher","description":"2nd-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (A red dragon's scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Aganazzar's Scorcher","description":"2nd-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (A red dragon's scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Agglutination","description":"","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"S","Damage Type":"blood (necrotic or poison)","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Agility","description":"8th-level transmutation Casting Time: 1 action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Dexterity check, you can replace the number you roll with a 15. Additionally, moving through any form of difficult terrain costs you no extra movement.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Agonizing Eternity","description":"9th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute (special) You point at a creature in range, twisting and warping its body. The target must make a Constitution saving throw or be trapped for an eternity, wracked forever with excruciating pain. The target is rendered helpless, but has no need to eat, drink, or sleep, and ceases to age. Until the spell ends, the creature is considered incapacitated. If you maintain concentration for the full duration, the spell becomes permanent. For each day the target remains in the spell, each of its ability scores decrease by 1 until all scores are reduced to 0, except for Constitution, which is held at 1. The subject is unable to heal or regenerate, and becomes completely unaware of its surroundings as it becomes incapable of comprehending anything beyond its excruciating existence. On a successful saving throw, or if the spell ends before it is made permanent, the creature instead takes 5d6 points of psychic damage, and takes a -2 penalty to attack rolls, saving throws, skill checks, and ability checks for 1 minute. This penalty is considered an Injury of Deadly IIII severity.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Agonizing Mark","description":"You choose a creature you can see within range to mark as your prey, and a jagged ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Agonizing Mark","description":"You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Evocation","Expansion":5764,"Components":"S","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Agonizing Mark","description":"1st-Level Evocation Casting Time: 1 action Range: 90 feet Components: S Duration: Concentration, up to 1 minute You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aid","description":"2nd level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (A tiny strip of white cloth) Duration: 8 hours Classes: Cleric , Paladin Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Aid","Level":2,"Range":"30 feet","School":"Abjuration","Target":"Up to three creatures within range","Classes":"Artificer, Cleric, Paladin","Duration":"8 hours","Material":"A tiny strip of white cloth","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":12,"data-description":"Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Aid","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (A tiny strip of white cloth) Duration : 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Aid","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Aid","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (A tiny strip of white cloth) Duration : 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Aid","Level":2,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Aid","description":"Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Abjuration","Name":"Aid","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Aid","description":"Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Healing","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Aid\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Aid\\\",\\\"description\\\":\\\"Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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If cast at a higher spell, increase by 5 for each spell slot level above 2.\\\"}\"},{\"name\":\"Aid Max HP Increase\",\"parent\":\"Aid Condition\",\"payload\":\"{\\\"type\\\":\\\"Hit Points\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"hitpointType\\\":\\\"Maximum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":5}}\"},{\"name\":\"Aid Current HP Increase\",\"parent\":\"Aid Condition\",\"payload\":\"{\\\"type\\\":\\\"Hit Points\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"hitpointType\\\":\\\"Current\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":5}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Aid","data-description":"Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.","Level":2,"Casting Time":"Action","Duration":"8 hours","Range":"30 feet","Components":"V S M","Material":"a strip of white cloth","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.","data-CastNum":2,"data-DurationNum":12,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Air Bubble","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: S Duration : 24 hours You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Alabaster's Adaptation for the World Below","description":"I have made numerous adaptation spells, each for a different locale, but this one is the newest and so—I hope—the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly! You adapt the physiology of a willing creature you touch to the dangers of the World Below, altering the creature so they can traverse the plane more safely. The spell reprograms nerves, grows a lining of lead in the skull, changes body chemistry, and more. It can also create up to three cosmetic changes determined by the caster, such as pointed ears, plaid skin, or sharp teeth. For the duration, the creature gains the following benefits: The creature gains darkvision out to a range of 120 feet and tremorsense to a range of 60 feet. The creature has advantage on Wisdom (Perception) and Dexterity (Stealth) checks. The creature gains immunity to poison damage and the poisoned condition, and resistance to psychic damage. The creature gains a climbing speed equal to its walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The creature can sweat acid. As an action, the creature can expend a Hit Die by rolling it, (and doesn’t add its Constitution modifier). The creature takes acid damage equal to the result, and any other creatures or nonmagical objects touching it take twice that amount of acid damage. The acid evaporates after this damage is dealt. This acid instantly destroys any web it touches, such as those created by the web spell. In addition, the acid corrodes any nonmagical armor worn by the creature, which takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. However, the creature can produce this acid selectively on its body, i.e., only around its wrists and ankles. Another creature or object only takes acid damage if they are in contact with where the creature produces the acid.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Alabaster's Adjacent Acquisition","description":"One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I’ve found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone. One Tiny object within range teleports directly into your hand, even if that object is carried or worn by another creature. If you can’t see the object, there is a 50% chance that you conjure a different object within range by mistake, chosen by the GM. The spell is not without a sense of irony. If you attempt to conjure an object that is physically connected to another object—such as a cog within a complex machine or the deadlock off a door—there is only a 5% chance that the spell is able to break the object free of its surroundings and successfully conjure it. If you’re using the Avarice domain or Oath of Acquisitions from “Goldmonger Subclasses” in this issue, this spell makes a great addition to their spell lists as well.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Alarm","description":"1st level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours Classes: Ranger , Wizard You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.","properties":{"Category":"Spells","Name":"Alarm","Level":1,"Range":"30 feet","Ritual":"Yes","School":"Abjuration","Target":"A door, a window, or an area within range that is no larger than a 20-foot cube","Classes":"Artificer, Ranger, Wizard","Duration":"8 hours","Material":"a tiny bell and a piece of fine silver wire","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":12,"data-description":"You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.<br />A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.<br />An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Alarm","description":"1st-Level Abjuration (ritual) Casting Time : 1 minute Rang e: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration : 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet","properties":{"Category":"Spells","Name":"Alarm","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Alarm","description":"Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube . Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.","properties":{"Category":"Spells","School":"Abjuration","Name":"Alarm","Level":1,"Casting Time":"1 minute or Ritual","Components":"V S M","data-RangeAoe":"30 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Alarm","description":"Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Ranger, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Alarm\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Alarm\\\",\\\"description\\\":\\\"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. 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This ping awakens you if you're asleep.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bell and silver wire\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Alarm","data-description":"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\nAudible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\nMental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.","Level":1,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"8 hours","Range":"30 feet","Components":"V S M","Material":"a bell and silver wire","data-DurationNum":12,"data-RangeNum":30,"data-RangeAoe":"30 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Alchemical Form","description":"You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form: you are immune to acid and poison damage and to the poisoned and stunned conditions; you have resistance to nonmagical fire, piercing, and slashing damage; you can’t speak, cast spells, use items or weapons, or manipulate objects; your gear melds into your body and reappears when the spell ends; you don't need to breathe; your speed is 20 feet; your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and you gain the following action: Melee Weapon Attack: spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; Hit: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alchemical Form","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a vial of acid, poison, or alchemist’s fire) Duration: 1 minute You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form: You are immune to acid and poison damage and to the poisoned and stunned conditions. You have resistance to nonmagical fire, piercing, and slashing damage. You can’t speak, cast spells, use items or weapons, or manipulate objects. Your gear melds into your body and reappears when the spell ends. You don’t need to breathe. Your Speed is 20 feet. Your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller. You gain the following action: Melee Weapon Attack: spellcasting ability modifier + Proficiency Bonus to hit, range 5 ft., one target; Hit: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ale-Dritch Blast","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ale-Dritch Blast","description":"Conjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour. The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Allure","description":"You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Allure","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ally Aegis","description":"When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage.","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ally Aegis","description":"6th-Level Abjuration Casting Time: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage Range: 60 feet Components: V, S Duration: 1 round When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Alone","description":"You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alone","description":"3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Alone","description":"You cause the target creature to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. If it succeeds, the spell’s effects end.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V,S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Alter Appearance","description":"You bend particles in the visible spectrum to make yourself—including your clothing, armor, gear, and other belongings on your person—look different until the talent ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised in this way, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your channeling save DC.","properties":{"Category":"Spells","Level":1,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Alter Arrow's Fortune","description":"1st-level divination (bard, cleric, druid, ranger, sorcerer, wizard) Casting Time : 1 reaction, when an enemy makes a ranged attack that hits Range : 100 feet Components : S Duration : Instantaneous You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"S","Casting Time":"1 reaction, when an enemy makes a ranged attack that hit","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Alter Arrow's Fortune","description":"You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Divination","Expansion":5764,"Components":"S","Casting Time":"1 reaction, which you take when an enemy makes a ranged attack that hits.","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alter Arrow's Fortune","description":"1st-Level Divination Casting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits Range: 100 feet Components: S Duration: Instantaneous You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"S","Casting Time":"1 reaction, which you take when an enemy makes a ranged attack that hits"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Alter Form","description":"You assume a different form. When you activate this power, choose one of the following options, the effects of which last for the duration. While the effect lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this power to become quadrupedal, for instance. At any time for the duration of the talent, you can use your action to change your appearance in this way again. Low-Gravity Adaptation. You adapt your body to function in little to no gravity, becoming a lithe, malleable shape with webbed hands and feet. While in Zero-G, if you are wearing light or no armor, you gain a fly speed equal to your walking speed. This form does not enable you to survive in the vacuum of space. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is considered to be forge enhanced and you have a +1 bonus to the attack and damage rolls you make using it.","properties":{"Category":"Spells","Level":2,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Alter Self","description":"2nd-Level Transmutation Casting Time : 1 minute Rang e: Self Components: V, S Duration : Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.","properties":{"Category":"Spells","Name":"Alter Self","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Alter Self","description":"2nd level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Classes: Sorcerer , Wizard You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.","properties":{"Category":"Spells","Name":"Alter Self","Level":2,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":8,"data-description":"You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.<br />Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.<br />Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.<br />Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Alter Self","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed . Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws ( Slashing ), fangs ( Piercing ), horns ( Piercing ), or hooves ( Bludgeoning ). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike , and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength .","properties":{"Category":"Spells","School":"Transmutation","Name":"Alter Self","Level":2,"Casting Time":"Action","Components":"V S","Damage Type":"Bludgeoning, Slashing, or Piercing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Alter Self","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Inflict Damage, Slashing Damage, Bludgeoning Damage, Piercing Damage","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Alter Self\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Alter Self\\\",\\\"description\\\":\\\"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\\\\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\\\\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\\\\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Alter Self Aquatic Adaptation Condition\",\"parent\":\"Alter Self\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Alter Self - Aquatic Adaptation\\\",\\\"description\\\":\\\"You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\\\"}\"},{\"name\":\"Alter Self Swim Speed\",\"parent\":\"Alter Self Aquatic Adaptation Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Swim\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"},{\"name\":\"Alter Self Change Appearance Condition\",\"parent\":\"Alter Self\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Alter Self - Change Appearance\\\",\\\"description\\\":\\\"You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\\\"}\"},{\"name\":\"Alter Self Natural Weapons Condition\",\"parent\":\"Alter Self\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Alter Self - Natural Weapons\\\",\\\"description\\\":\\\"You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.\\\"}\"},{\"name\":\"Alter Self Natural Weapons Attack\",\"parent\":\"Alter Self Natural Weapons Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Natural Weapons (Alter Self)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Alter Self Natural Weapons Damage\",\"parent\":\"Alter Self Natural Weapons Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Bludgeoning, Slashing, or Piercing\\\",\\\"diceCount\\\":1,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Alter Self","data-description":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S","data-CastNum":2,"data-AttackType":"Spell Attack","Damage":"1d6","Damage Type":"Bludgeoning, Slashing, or Piercing"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Alter Time Flow","description":"You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a haste or slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alter Time Flow","description":"7th-Level Transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (an hourglass) Duration: Concentration, up to 1 minute You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a haste or slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Althea's Travel Tent","description":"You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces. At Higher Levels. When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"5 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Althea's Travel Tent","description":"2nd-Level Conjuration (Ritual) Casting Time: 5 minutes Range: Touch Components: V, S, M (a canvas tent) Duration: 8 hours You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces. At Higher Levels. When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.","properties":{"Category":"Spells","Level":2,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"5 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Altruistic Sacrifice","description":"1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a ritual dagger, which you plunge into your own heart) Duration: Instantaneous You touch a creature that has died within the last minute and transfer your own life force into it. You immediately die, and that creature returns to life with a number of hit points equal to the hit points you had when you cast this spell. This spell can’t return a creature to life that has died of old age, nor can it restore any missing body parts. At Higher Levels. If you cast this spell using a spell slot of 5th through 8th level, you can choose to drop to 0 hit points and begin making death saving throws instead of immediately dying. If you cast this spell using a 9th level spell slot, the spell’s range changes to 30 feet, and you can target any number of creatures you can see within range.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Amanuensis","description":"You cause the writing or illustrations from one source such as a book, scroll, map, or tablet to appear copied onto a piece of parchment (the spell's material component). This spell copies up to 250 words of text, enough to fill one page with text. A copied illustration counts as a number of words proportional to the amount of the page it requires. If this spell is used to copy a scroll or page from a spellbook, it copies the exact text but not the magical nature of the copied text.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ambush","description":"The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ambush","description":"The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ambush Chute","description":"You touch a wooden, plaster, or stone surface and create a passage with two trapdoors. The first trapdoor appears where you touch the surface, and the other appears at a point you can see up to 30 feet away. The two trapdoors can be wooden with a metal ring handle, or they can match the surrounding surfaces, each with a small notch for opening the door. The two trapdoors are connected by an extradimensional passage that is up to 5 feet wide, up to 5 feet tall, and up to 30 feet long. The trapdoors don’t need to be on the same surface, allowing the passage to connect two separated locations, such as the two sides of a chasm or river. The passage is always straight and level for creatures inside it, and the creatures exit the tunnel in such a way that allows them to maintain the same orientation as when they entered the passage. No more than five creatures can transit the passage at the same time. When the spell ends and the trapdoors disappear, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest the end of the passage closest to them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the passage and the distance you can place the second trapdoor increases by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ambush Prey","description":"2nd-level illusion Casting Time: 1 action Range: Self Components: S, M (a broken twig) Duration: 1 hour You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become invisible for the spell’s duration, granting advantage on all Dexterity (Stealth) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect. As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional 1d6 points of damage. This attack ends the spell. At Higher Levels. When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by 1d6 for every slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Ambusher's Regret","description":"1st-level evocation Casting time: 1 reaction, which you take when you are hit by a ranged attack from an attacker you can’t see Range: 120 feet Components: s Duration: 1 round You release an arcane arrow that traces the path of the triggering attack back to your unseen attacker, provided the attacker is in range. That creature must succeed on a dexterity saving throw or be outlined in light until the end of your next turn. While outlined in light, the creature sheds dim light in a 10-foot radius, any attack roll against it is made with advantage if the attacker can see the creature, and the creature can’t benefit from being invisible.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"S","Casting Time":"1 reaction, which you take when you are hit by a ranged attack from an attacker you can’t see","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ameliorate","description":"","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ammunition Retrieval","description":"Transmutation cantrip Casting Time: 1 reaction, which you take when you miss a ranged weapon attack with a weapon with the ammunition tag Range: Self Components: V, M (one piece of ammunition) Duration: 10 minutes The piece of ammunition from the missed attack falls on the ground upright and remains intact. If you look for it before the spell ends, you can immediately sense its location in a 500-foot radius. If you cast this spell multiple times, you can have up to three pieces of ammunition affected at a time.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"V, M","Casting Time":"1 reaction, which you take when you miss a\n ranged weapon attack with a weapon with the\n ammunition tag","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Amplify Ability","description":"You inject a booster into one willing creature. Once during the duration, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The effect then ends.","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Amplify Gravity","description":"This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.","properties":{"Category":"Spells","Save":"Strength","Level":7,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Amplify Gravity","description":"7th-Level Transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a piece of lead) Duration: Concentration, up to 1 minute This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half Speed and has disadvantage on Dexterity checks and ranged attack rolls.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Amplify Ley Field","description":"You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.","properties":{"Category":"Spells","Level":5,"School":"Evocation (Ley Line)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Amplify Light","description":"You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source’s duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours. Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (illumination)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Amplify Light","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a nonmagical light source) Duration: Special You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source’s duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours. Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Amplify Sound","description":"1st-level divination Casting time: 1 action Range: 120 feet Components: s, m (a small cup and bit of string) Duration: concentration, up to 1 minute You turn your attention to a point you can see within range, creating an invisible sensor in that location. For the duration of the spell, you hear sounds from that point as if you were in its space. If the space where the point is located is subjected to thunder damage, you take the thunder damage as if you were in the space, but you don’t suffer other effects associated with that thunder damage. For example, if a creature casts the thunderwave spell, and the point you chose is within the spell’s area, you take thunder damage as if you failed the saving throw, but you aren’t pushed. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a thin, luminous string winding from the sensor to you.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Amputate","description":"Amputate 7th-level evocation (druid, warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You coat your hand with vicious osteomancy. Make a melee spell attack against a creature within your reach. On a hit, you deal 10d8 slashing damage. In addition, you rip off one of the creature's limbs (leg, arm, or other similar appendage). A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its limbs to be cut off with this spell. Such a creature takes an extra 5d8 slashing damage instead. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 4d8, and the alternative damage by 2d8, for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"evocation","Components":"V, S","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Analyze","description":"You magically learn a single creature that you can see within range's capability to remain standing in combat and its resistences and weaknesses. The creature must succeed on a Intelligence saving throw. On a failure, you learn the creature's current and maximum hit point totals as well as any immunities, resistances, or weaknesses the creature has.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Analyze Device","description":"You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.","properties":{"Category":"Spells","Level":1,"School":"Divination (Clockwork)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Analyze Device","description":"You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.","properties":{"Category":"Spells","Level":1,"School":"Divination (clockwork)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Analyze Device","description":"You discover all commands, workings, and electronic or mechanical functions of one automaton, construct, device, machine, or vehicle. You gain basic knowledge on how to activate and operate the device. You still need to make the appropriate checks to use advanced functions or access data from the device (at the GM’s discretion).","properties":{"Category":"Spells","Level":0,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Analyze Device","description":"1st-Level Divination Casting Time: 1 hour Range: Touch Components: V, S, M (a set of clockworker’s tools) Duration: Instantaneous You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ancestor's Strength","description":"Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ancestor's Strength","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 8 hours Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ancestral Bond","description":"Ancestral Bond 5th-level divination (bard, cleric, druid, sorcerer, warlock, wizard) Casting Time: 1 minute Range: Self Components: V, S, M (the bone of a humanoid, which the spell may consume) Duration: Instantaneous You touch the corpse of a humanoid, and visions of its descendants come to you, as ephemeral spirits scour the world. You learn how many living relatives the humanoid left behind and if they have any living descendants. In addition, you can select one of the descendants whose existence you can feel through the spell. By destroying the corpse to amplify the power of the magic, you can attempt to determine their location. The target must make a Wisdom saving throw. On a failed save, you learn their exact location, no matter where they are.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Anchoring Rope","description":"You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.","properties":{"Category":"Spells","Level":1,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action, or 1 reaction that you take while falling."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Anchoring Rope","description":"1st-Level Evocation Casting Time: 1 action, or 1 reaction that you take while falling Range: 30 feet Components: V, S Duration: 5 minutes You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 action, or 1 reaction that you take while falling","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ancient Shade","description":"You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life. Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ancient Shade","description":"5th-Level Necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (burning candles of planar origin worth 500 gp) Duration: 10 minutes You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life. Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including Languages . Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it, or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Angelic Guardian","description":"You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC. Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.","properties":{"Category":"Spells","Level":1,"School":"Conjuration (angelic)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Angelic Guardian","description":"You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC. If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends.","properties":{"Category":"Spells","Level":1,"School":"Conjuration (Angelic)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Angelic Guardian","description":"1st-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC. Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Anger of the Gods","description":"A hail of flaming stone and radiance pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 5d8 fire damage and 5d8 radiant damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is reduced to ash. A creature reduced to ash and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell .","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"evocation","Expansion":32309,"Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Angst Material","description":"","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Angstblast","description":"","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Anima Rupture","description":"You unleash a blast of disruptive sonic waves that can lethally assault a creature’s cognitive senses. Choose any number of creatures you can see within range. Each creature that can hear you must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Proteans and netherants have disadvantage to this save. This power has no effect on automatons and constructs.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Animal Friendship","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a morsel of food) Duration : 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.","properties":{"Category":"Spells","Name":"Animal Friendship","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Animal Friendship","description":"1st level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (A morsel of food) Duration: 24 hours Classes: Bard , Druid , Ranger This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.","properties":{"Category":"Spells","Name":"Animal Friendship","Level":1,"Range":"30 feet","School":"Enchantment","Target":"A beast that you can see within range","Classes":"Bard, Druid, Ranger","Duration":"24 hours","Material":"A morsel of food","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":14,"data-description":"This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animal Friendship","description":"Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target , the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Animal Friendship","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animal Friendship","description":"Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Utility, Charmed, Wisdom Save","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Animal Friendship\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Animal Friendship\\\",\\\"description\\\":\\\"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a morsel of food\\\"}}\"},{\"name\":\"Animal Friendship Attack\",\"parent\":\"Animal Friendship\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Animal Friendship\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The creature has the Charmed condition for the duration. \\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Animal Friendship","data-description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","Level":1,"Casting Time":"Action","Duration":"24 hours","Range":"30 feet","Components":"V S M","Material":"a morsel of food","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":14,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animal Messenger","description":"2nd level enchantment (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (A morsel of food) Duration: 24 hours Classes: Bard , Druid , Ranger By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Animal Messenger","Level":2,"Range":"30 feet","Ritual":"Yes","School":"Enchantment","Target":"A tiny beast you can see within range","Classes":"Bard, Druid, Ranger","Duration":"24 hours","Material":"A morsel of food","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":14,"data-description":"By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.","Higher Spell Slot Desc":"If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animal Messenger","description":"2nd-Level Enchantment (ritual) Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a morsel of food) Duration : 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Animal Messenger","Level":2,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Animal Messenger","description":"Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw , or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.","properties":{"Category":"Spells","School":"Enchantment","Name":"Animal Messenger","Level":2,"Casting Time":"Action or Ritual","Components":"V S M","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animal Messenger","description":"Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Charisma Save, Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Animal Messenger\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Animal Messenger\\\",\\\"description\\\":\\\"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as 'a person dressed in the uniform of the town guard' or 'a red-haired dwarf wearing a pointed hat.' You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\\\\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a morsel of food\\\"}}\"},{\"name\":\"Animal Messenger Attack\",\"parent\":\"Animal Messenger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Animal Messenger\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds).\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"The creature attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). See the spell for more information.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Animal Messenger","data-description":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as 'a person dressed in the uniform of the town guard' or 'a red-haired dwarf wearing a pointed hat.' You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\nWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","Level":2,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"24 hours","Range":"30 feet","Components":"V S M","Material":"a morsel of food","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2.","data-DurationNum":14,"data-RangeNum":30,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animal Polymorph ","description":"3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes This spell transforms a creature you can see within range into a new beast form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast of CR 1 or less that does not have a fly speed. While in this new form, the target is charmed by you and views you as a trusted ally. The target can understand simple commands such as “attack” or “stay.” The charm affects creatures that are immune to charm in their normal form. The charm ends immediately when the target reverts to its normal form. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The creature's gear melds into its new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Transmutation","Components":"V S ","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Animal Shapes","description":"8th level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Classes: Druid Your magic turns others into beasts . Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast , though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Name":"Animal Shapes","Level":8,"Range":"30 feet","School":"Transmutation","Target":"Any number of willing creatures that you can see within range","Classes":"Druid","Duration":"Up to 24 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":13,"data-description":"Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.<br />The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.<br />The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animal Shapes","description":"8th-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the stati⁠stics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit poi⁠nts of its new form, and when it reverts to its normal form, it returns to the number of hit point⁠s it had before it transformed. If it reverts as a result of dropping to 0 hit poin⁠ts, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit po⁠ints, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Name":"Animal Shapes","Level":8,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Animal Shapes","description":"Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target . On later turns, you can take a Magic action to transform the targets again. A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points ; Hit Point Dice ; alignment ; ability to communicate; and Intelligence , Wisdom , and Charisma scores . The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Beast form’s Hit Points . The transformation lasts for the duration for each target , until the target has no Temporary Hit Points , or until the target leaves the form as a Bonus Action .","properties":{"Category":"Spells","School":"Transmutation","Name":"Animal Shapes","Level":8,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animal Shapes","description":"Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Beast form’s Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":8,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Animal Shapes\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Animal Shapes\\\",\\\"description\\\":\\\"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\\\\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\\\\nThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Animal Shapes Action\",\"parent\":\"Animal Shapes\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Animal Shapes Transform\\\",\\\"description\\\":\\\"You can take a Magic action to transform the targets again.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Animal Shapes","data-description":"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\nA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\nThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","Level":8,"Casting Time":"Action","Duration":"24 hours","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":14,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animal Spy","description":"You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast—using its vision, hearing, smell, taste, and touch—and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely. This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast’s senses, your body is motionless, unaware of the outside world and effectively unconscious. The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast’s senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Animal Spy","description":"2nd-Level Divination Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast—using its vision, hearing, smell, taste, and touch—and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely. This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast’s senses, your body is motionless, unaware of the outside world and effectively unconscious. The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast’s Senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Animate Blood","description":"You animate droplets of your own blood to act under your command. For every two hit points expended in the casting of this spell, you create one droplet of animated blood up to a maximum of 5 droplets. On each of your turns, you can use a bonus action to mentally command each droplet to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet. As an action on you turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. The creature takes 4d6 necrotic damage on a failed save, or half on a successful one. If a droplet is targeted for an attack, it uses your spell save DC as its AC. Each Droplet has 2 HP. If your concentration ends, the droplets burst, without dealing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"enchantment","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Animate Construct","description":"This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct’s size as follows. Animated Construct Statistics Size HP AC Attack Strength Dexterity Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th At Higher Levels. Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Animate Dead","description":"3rd-Level Necromancy Casting Time : 1 minute Rang e: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration : Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any com⁠mand you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.","properties":{"Category":"Spells","Name":"Animate Dead","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Animate Dead","description":"3rd level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (A drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous Classes: Cleric , Wizard This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics ). On each of your turns , you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.","properties":{"Category":"Spells","Name":"Animate Dead","Level":3,"Range":"10 feet","School":"Necromancy","Target":"A pile of bones or a corpse of a Medium or Small humanoid within range","Classes":"Cleric, Wizard","Duration":"Instantaneous","Material":"A drop of blood, a piece of flesh, and a pinch of bone dust","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":0,"data-description":"This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animate Dead","description":"Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse. On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures , you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature . Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","properties":{"Category":"Spells","School":"Necromancy","Name":"Animate Dead","Level":3,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animate Dead","description":"Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse. On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Animate Dead\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Animate Dead\\\",\\\"description\\\":\\\"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\\\\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\\\\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a drop of blood, a piece of flesh, and a pinch of bone dust\\\"}}\"},{\"name\":\"Animate Dead Bonus Action\",\"parent\":\"Animate Dead\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Command Animated Dead\\\",\\\"description\\\":\\\"You can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Animate Dead","data-description":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).\nOn each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.","Level":3,"Casting Time":"1 minute","Duration":"Instantaneous","Range":"10 feet","Components":"V S M","Material":"a drop of blood, a piece of flesh, and a pinch of bone dust","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","data-CastNum":4,"data-DurationNum":0,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animate Echoes","description":"Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways—do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible. Animate echoes can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us. You reach through time and reveal the echoes of the past, which appear as hazy figures flickering in a radius around you. These figures reflect the passage and actions of other creatures who have been in the area before you. When you cast the spell, you choose how big the affected area is, up to a radius of 60 feet, and this area moves with you. While concentrating on the spell, you can view any events that occurred within the past 24 hours. You can fast-forward, freeze, reverse, or slow down the echoes as you please. Other creatures can see the echoes exactly as you can while this spell is active. These echoes are blurry and indistinct—they may indicate the general shape and size of different creatures, but do not reveal specific details, such as faces or clothes. Echoes are silent, incorporeal, and have no smell or taste.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Animate Ghoul","description":"You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block. At Higher Levels. When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Animate Ghoul","description":"2nd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp) Duration: Instantaneous You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block. At Higher Levels. When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Animate Ghoul","description":"You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block. At Higher Levels: When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Animate Greater Undead","description":"Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available. The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Animate Greater Undead","description":"6th-Level Necromancy Casting Time: 1 hour Range: 15 feet Components: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes) Duration: Instantaneous Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available. The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"15 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Animate Objects","description":"5th level transmutation Casting Time: 1 action Range: 120 feet Components: V S Duration: Concentration, up to 1 minute Classes: Bard , Sorcerer , Wizard Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points . As a bonus action , you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn , or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points , attacks , Strength , and Dexterity determine by its size . Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack , it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size . The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.","properties":{"Category":"Spells","Name":"Animate Objects","Level":5,"Range":"120 feet","School":"Transmutation","Target":"Up to ten nonmagical objects within range that are not being worn or carried","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.","Higher Spell Slot Desc":" If you cast this spell using a spell slot of 6th level or higher, you can animate two additional Objects for each slot level above 5th.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animate Objects","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute Objects come to life at your com⁠mand. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally comm⁠and any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can com⁠mand any or all of them at the same time, issuing the same com⁠mand to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general comm⁠and, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit po⁠ints, it reverts to its original object form, and any remaining damage carries over to its original object form. If you comma⁠nd an object to attack, it can make a single melee att⁠ack against a creature within 5 feet of it. It makes a slam att⁠ack with an att⁠ack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.","properties":{"Category":"Spells","Name":"Animate Objects","Level":5,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Animate Objects","description":"Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan . The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures , you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points , it reverts to its object form, and any remaining damage carries over to that form. Animated Object (Tiny) Animated Object (Small or Medium) Animated Object (Large) Animated Object (Huge) Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.","properties":{"Category":"Spells","School":"Transmutation","Name":"Animate Objects","Level":5,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animate Objects","description":"Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Animated Object (Tiny) Animated Object (Small or Medium) Animated Object (Large) Animated Object (Huge) Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Animate Objects\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Animate Objects\\\",\\\"description\\\":\\\"Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\\\\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\\\\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Animate Objects Bonus Action\",\"parent\":\"Animate Objects\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Command Animated Objects\\\",\\\"description\\\":\\\"You can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Animate Objects","data-description":"Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.","data-CastNum":2,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animated Object Swarm","description":"Myriad Tiny objects animate at your command, forming a swarm. The objects’ abilities conform to the rules stated in the animate objects spell, except that you animate only Tiny objects, which gather together into a Medium swarm. The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: Armor Class 18 Hit Points 20 Str 4; Dex 18 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Melee Weapon Attack +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d4 + 4) damage.","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Animated Object Swarm","description":"5th-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Myriad Tiny objects animate at your command, forming a swarm. The objects’ abilities conform to the rules stated in the animate objects spell, except that you animate only Tiny objects, which gather together into a Medium swarm. The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: Animated Object Swarm Armor Class 18 Hit Points 20 Str 4; Dex 18 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Action Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d4 + 4) damage.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Animated Scroll","description":"","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Animated Scroll","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S, M (intricately folded paper or parchment) Duration: 24 hours The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a Challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know. You can’t have more than one animated paper animal at a time. If you cast this spell while you already have an animated paper animal, you instead cause it to adopt a new form. Choose any beast that has a Challenge rating of 0. Your animated paper animal transforms into the chosen creature. The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Anitpathy/Sympathy","description":"","properties":{"Category":"Spells","Save":"Wisdom","Expansion":27051},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Anneal","description":"1st-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a pinch of iron filings) Duration: 1 hour You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical. At higher levels. When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Annihilation","description":"You tear a temporary hole in the fabric of reality in the shape of a solid black 10-foot sphere. The sphere blocks all sight through it. The sphere obliterates all objects that it touches, except magic items. It deals 5d10 necrotic damage to any creature or unattended magic item that it touches. Any creature that starts its turn, ends its turn, or moves into the sphere’s space takes 5d10 necrotic damage. Damage from this spell cannot be reduced or ignored. If a creature is reduced to 0 hit points by this spell, they are obliterated. You can move the hole 30 feet during your turn as an action. If you lose concentration on this spell, the sphere persists and at the end of each of your turns will move 30 feet until it is centered on you. As an action, you can attempt to regain control of the sphere by making an Intelligence saving throw with a DC of 25. If you succeed, the spell continues as if you had not lost concentration on the spell.","properties":{"Category":"Spells","Save":"Intelligence","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Anomaly","description":"3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a desiccated worm) Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard You attempt to displace a creature using a miniature wormhole. Choose a creature and an unoccupied space you can see within range; the creature must make a Charisma saving throw . On a failure, it takes 21 ( 6d6 ) force damage and is teleported to the unoccupied space if there is enough room for it. On a success, it takes half as much damage and isn’t teleported. A Huge or larger creature automatically succeeds on this saving throw. At Higher Levels . When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each two slot levels above 3rd, teleporting each to a different unoccupied space, all of which you must be able to see within range. In addition, when you use a spell slot of 5th or 6th level, only Gargantuan creatures automatically succeed on the saving throw, and when you use a spell slot of 7th level or higher, there is no size category that automatically succeeds on this saving throw.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Antagonize","description":"3rd-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Anthem of Rakdos","description":"Volatile energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has a +2 bonus to melee weapon attack rolls. Additionally, whenever a nonhostile creature in the aura (including you) hits with a melee weapon attack, the creature can roll one of the weapon’s damage dice one additional time and add it to the damage roll.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Anti Venenum","description":"2nd-level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a nightshade flower) Duration: Special You touch a Poisoned creature or a creature affected by a poison or a disease. The Poisoned condition ends on them or they are immediately cured of the poison or disease. Until the end of your next turn, your next single target spell or attack deals 2d8 extra poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Antiballistics Field","description":"6th-level abjuration (renaissance) Casting Time: 1 action Range: Self (40-foot-radius sphere) Components: V, S, M (a pinch of wet gunpowder) Duration: Concentration, up to 10 minutes An invisible 40-foot-radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls, and deal only half damage on a hit.","properties":{"Category":"Spells","Level":6,"School":"abjuration (renaissance)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (40 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Anticipate Arcana","description":"Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.","properties":{"Category":"Spells","Level":3,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when an enemy you can see casts a spell"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Anticipate Arcana","description":"3rd-level divination (cleric, paladin, sorcerer, warlock, wizard) Casting Time : 1 reaction, when an enemy you can see casts a spell Range : Self Components : V, S Duration : Instantaneous Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when an enemy you can see casts a spell","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Anticipate Arcana","description":"3rd-Level Divination Casting Time: 1 reaction, which you take when an enemy you can see casts a spell Range: Self Components: V, S Duration: Instantaneous Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when an enemy you can see casts a spell"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Anticipate Attack","description":"In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.","properties":{"Category":"Spells","Level":2,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when you are attacked but before the attack roll is made","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Anticipate Attack","description":"2nd-level divination (bard, cleric, druid, paladin, ranger, sorcerer, wizard) Casting Time : 1 reaction, when you are attacked but before the attack roll is made Range : Self Components : V, S Duration : Instantaneous In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack’s range, are impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when you are attacked but before the attack roll is made","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Anticipate Attack","description":"2nd-Level Divination Casting Time: 1 reaction, which you take when you are attacked but before the attack roll is made Range: Self Components: V, S Duration: Instantaneous In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your Speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that’s impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when you are attacked but before the attack roll is made","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Anticipate Weakness","description":"1st-level divination (bard, cleric, druid, ranger, sorcerer, wizard) Casting Time : 1 bonus action Range : Self Components : V, S Duration : Instantaneous With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense and then you strike. Upon casting anticipate weakness, you have advantage on attack rolls until the end of your turn.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Anticipate Weakness","description":"With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.","properties":{"Category":"Spells","Level":1,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Anticipate Weakness","description":"1st-Level Divination Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Antilife Shell","description":"5th level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V S Duration: Concentration, up to 1 hour Classes: Druid A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs . The barrier lasts for the duration . The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affect creature is forced to pass through the barrier, the spell ends.","properties":{"Category":"Spells","Name":"Antilife Shell","Level":5,"Range":"Self (10-foot radius)","School":"Abjuration","Target":"Self (10-foot radius)","Classes":"Druid","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-6,"data-DurationNum":8,"data-description":"A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.<br />The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.<br />If you move so that an affected creature is forced to pass through the barrier, the spell ends.","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Antilife Shell","description":"5th-Level Abjuration Casting Time : 1 action Rang e: Self (10-foot radius) Components: V, S Duration : Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.","properties":{"Category":"Spells","Name":"Antilife Shell","Level":5,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Antilife Shell","description":"Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.","properties":{"Category":"Spells","School":"Abjuration","Name":"Antilife Shell","Level":5,"Casting Time":"Action","Components":"V S","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Antilife Shell","description":"Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Antilife Shell\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Antilife Shell\\\",\\\"description\\\":\\\"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\\\\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"10 foot\\\"}}\"},{\"name\":\"Antilife Shell Condition\",\"parent\":\"Antilife Shell\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Antilife Shell Aura\\\",\\\"description\\\":\\\"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\\\\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Antilife Shell","data-description":"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S","data-CastNum":2,"data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Antimagic Field","description":"8th level abjuration Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V S M (A pinch of powdered iron or iron fillings) Duration: Concentration, up to 1 hour Classes: Cleric , Wizard A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast , summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration . Targeted Effects: Spells and other magical effects, such as magic missile and charm person , that target a creature or an object in the sphere have no effect on that target. Areas of Magic: The area of another spell or magical effect, such as fireball , can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical long sword . A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence , as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere. Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.","properties":{"Category":"Spells","Name":"Antimagic Field","Level":8,"Range":"Self (10-foot-radius sphere)","School":"Abjuration","Target":"Self (10-foot-radius sphere)","Classes":"Cleric, Wizard","Duration":"Up to 1 hour","Material":"A pinch of powdered iron or iron fillings","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-6,"data-DurationNum":8,"data-description":"A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.<br />Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.<br />Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.<br />Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.<br />Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.<br />Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.<br />A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.<br />Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.<br />Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.<br />Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Antimagic Field","description":"8th-Level Abjuration Casting Time : 1 action Rang e: Self (10-foot radius sphere) Components: V, S, M (a pinch of powdered iron or iron filings) Duration : Concentration, up to 1 hour A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sph⁠ere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphe⁠re moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person , that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball , can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sp⁠here functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphe⁠re. If a magic weapon or a piece of magic ammunition fully leaves the sph⁠ere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphe⁠re), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sph⁠ere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sp⁠here. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.","properties":{"Category":"Spells","Name":"Antimagic Field","Level":8,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Antimagic Field","description":"Level 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation . No one can cast spells, take Magic actions , or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.","properties":{"Category":"Spells","School":"Abjuration","Name":"Antimagic Field","Level":8,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Antimagic Field","description":"Level 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Debuff","Spell Attack":"None","filter-Level":8,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Antimagic Field\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Antimagic Field\\\",\\\"description\\\":\\\"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\\\\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\\\\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\\\\nDispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"iron filings\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"10 foot\\\"}}\"},{\"name\":\"Antimagic Field Condition\",\"parent\":\"Antimagic Field\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Antimagic Field Aura\\\",\\\"description\\\":\\\"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\\\\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\\\\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\\\\nDispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Antimagic Field","data-description":"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\nDispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S M","Material":"iron filings","data-CastNum":2,"data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Antipathy Sympathy","description":"This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons , goblins , or vampires . You invest the target with an aura that either attracts or repels the specified creatures for the duration . Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened . The creature remains frigh⁠tened while it can see the target or is within 60 feet of it. While frig⁠htened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer fright⁠ened, but the creature becomes fright⁠ened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw . ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"Range":"60 ft","School":"Enchantment","Source":"5th Edition SRD","Classes":"Druid, Wizard","Duration":"10 days","Material":"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":60,"data-DurationNum":16,"data-description":"This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.<br /><br />Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.<br /><br />Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.<br /><br />Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists.<br /><br />A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.","data-RangeAoe":"60 ft"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Antipathy Sympathy","description":"8th-Level Enchantment Casting Time : 1 hour Rang e: 60 feet Components: V, S, M (e ither a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect ) Duration : 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.","properties":{"Category":"Spells","Name":"Antipathy/Sympathy","Level":8,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Antipathy Sympathy","description":"Level 8 Enchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller . Then specify a kind of creature , such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target . Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target , moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target , moving by the safest route. If the creature is within 5 feet of the target , the creature can’t willingly move away. If the target damages the Charmed creature , that creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target , the creature makes a Wisdom saving throw . On a successful save, the creature is no longer affected by the target . A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.","properties":{"Category":"Spells","School":"Enchantment","Expansion":32231,"Name":"Antipathy Sympathy","Level":8,"Casting Time":"1 hour","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Antipathy Sympathy","description":"Level 8 Enchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Wisdom Save, Frightened, Charmed","Spell Attack":"None","filter-Level":8,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Antipathy Sympathy\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Antipathy Sympathy\\\",\\\"description\\\":\\\"As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\\\\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\\\\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\\\\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"10 days\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a mix of vinegar and honey\\\"}}\"},{\"name\":\"Antipathy Sympathy Attack\",\"parent\":\"Antipathy Sympathy\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Antipathy/Sympathy\\\",\\\"range\\\":\\\"60 feet\\\",\\\"description\\\":\\\"Target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The target gains or maintains the Frightened or Charmed condition.\\\",\\\"onSucceed\\\":\\\"On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Antipathy Sympathy","data-description":"As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\nAntipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\nSympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\nEnding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.","Level":8,"Casting Time":"1 hour","Duration":"10 days","Range":"60 feet","Components":"V S M","Material":"a mix of vinegar and honey","data-CastNum":6,"data-DurationNum":16,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Antipathy-Sympathy","description":"This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as bahtera, drakes, or kotatu. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Automatons and constructs are unaffected by this power. Antipathy. The effect causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The effect causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as unnatural. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the effect persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Apathy Infusion","description":"5th-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates oppressive apathy in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 5d6 psychic damage, and the target must succeed on a Charisma saving throw or become cursed for the duration of the spell. The cursed target can’t willingly speak or use its movement, and it can’t take actions or reactions. At the end of each of its turns, the target can repeat the Charisma saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"enchantment","Components":"S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Apparition’s Invitation","description":"3rd-level illusion Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration up to 1 minute You conjure an illusory apparition in an unoccupied space within range. The shape of the apparition changes in the minds of creatures who behold it, appearing as a comforting something or someone that beckons to the creature. When you cast this spell, choose up to three creatures within range that can see the apparition. Each target must succeed on a wisdom saving throw or be charmed by the apparition until this spell ends. While charmed, a target must take the dash action and move toward the apparition by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn within 5 feet of the apparition, the target takes 2d10 psychic damage, and the spell ends for that target. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Aquatic Adaptation","description":"4th-level transmutation Casting Time : 1 action Range : Touch Components : V, S, M (a small seashell) Duration : 1 hour Classes : Cleric, Druid, Ranger You tap into the primal forces of water and nature, granting yourself or a willing creature you touch the ability to adapt to aquatic environments. While submerged in water, the target can breathe underwater, gains a swim speed equal to their current walking speed, gains darkvision with a range of 60 feet, and gains resistance to cold damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The additional creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Aqueous Arena","description":"2nd-level transmutation Casting time: 1 action Range: 90 feet Components: v, s, m (a drop of water) Duration: concentration, up to 1 minute You alter the air in a 15-foot-radius, 30-foot-high cylinder centered on a point you can see within range. Within the cylinder, air becomes viscous and takes on some of the properties of water. Creatures inside the cylinder move and fight as if underwater, and objects that aren’t being worn or carried float or sink to the top or bottom of the cylinder as if underwater. Creatures can move vertically within the cylinder as if swimming in water. Though the cylinder acts like water, it is still air. Creatures and objects within the cylinder don’t have resistance to fire damage from being fully immersed in water, and creatures that breathe air can breathe normally while inside the cylinder. This spell has no effect if cast on a point underwater, and any part of the cylinder that is underwater has no special effect. When the spell ends, any creature above the ground that doesn’t have a flying speed falls, taking falling damage as normal. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the cylinder’s radius increases by 5 feet and its height increases by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Arc Blade","description":"Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a melee weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increase by one die at 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, M","Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcane Anomaly","description":"1st-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a broken mirror) Duration: Concentration, up to 1 minute You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcane Assistance","description":"Arcane Assistance Requirements: Level 6, Timely Assistance Casting Time: bonus action Range: 10 feet Duration: special Cost: 2 WP As Timely Assistance, but it helps with spellcasting, granting advantage to any required rolls by the caster, such as concentration checks or spell attack rolls. If used together with the Weave Mastery feature Overcome Boundaries this allows a one-step range increase (self becomes touch, touch becomes 5 feet, 5 feet and greater ranges are doubled) or a die step increase in damage as with Martial Assistance.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"bonus action","data-RangeAoe":"10 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Arcane Capacitor","description":"6th-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a potato) Duration: Instantaneous You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. At Higher Levels. When you cast this spell using a 7th-level spell slot, you instead regain an expended 2nd-level spell slot. If you cast it using a 9th-level spell slot, you instead regain an expended 3rd-level spell slot.","properties":{"Category":"Spells","Level":6,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcane Evasion","description":"Arcane Evasion 2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S, M (sand) Duration: 1 minute Once cast, enemy spellcasters perceive only a distorted version of you, your form wavering and ever changing. While this spell is active any ranged or melee spell attack targeting you has disadvantage.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Arcane Eye","description":"4 th level divination Casting Time: 1 action Range: 30 feet Components: V S M (A bit of bat fur) Duration: Concentration, up to 1 hour Classes: Wizard You create an invisible , magical eye within range that hovers in the air for the duration . You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action , you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move , but it can't enter another plane of existence . A solid barrier blocks the eye's movement , but the eye can pass through an opening as small as 1 inch in diameter.","properties":{"Category":"Spells","Name":"Arcane Eye","Level":4,"Range":"30 feet","School":"Divination","Target":"A point within range","Classes":"Artificer, Wizard","Duration":"Up to 1 hour","Material":"A bit of bat fur","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":8,"data-description":"You create an invisible, magical eye within range that hovers in the air for the duration.<br />You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.<br />As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arcane Eye","description":"4th-Level Divination Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a bit of bat fur) Duration : Concentration, up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.","properties":{"Category":"Spells","Name":"Arcane Eye","Level":4,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Arcane Eye","description":"Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an Invisible , invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action , you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.","properties":{"Category":"Spells","School":"Divination","Name":"Arcane Eye","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arcane Eye","description":"Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.","properties":{"Category":"Spells","School":"Divination","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Arcane Eye\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Arcane Eye\\\",\\\"description\\\":\\\"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\\\\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of bat fur\\\"}}\"},{\"name\":\"Arcane Eye Bonus Action\",\"parent\":\"Arcane Eye\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Arcane Eye\\\",\\\"description\\\":\\\"You can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Arcane Eye","data-description":"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"30 feet","Components":"V S M","Material":"a bit of bat fur","data-CastNum":2,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arcane Gate","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 50 0 feet Components: V, S Duration : Concentration, up to 10 minutes You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.","properties":{"Category":"Spells","Name":"Arcane Gate","Level":6,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Arcane Gate","description":"Level 6 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V, S Duration: Concentration, up to 10 minutes You create linked teleportation portals. Choose two Large , unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration. The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it. A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action , you can change the facing of the open sides.","properties":{"Category":"Spells","School":"Conjuration","Name":"Arcane Gate","Level":6,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arcane Hand","description":"5th level evocation Casting Time: 1 action Range: 120 feet Components: V S M (An eggshell and a snakeskin glove) Duration: Concentration, u Classes: Wizard You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration , and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns , you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage . Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier . The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple . If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier . Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target , providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Arcane Hand","Level":5,"Range":"120 feet","School":"Evocation","Target":"An unoccupied space that you can see within range","Classes":"Artificer, Wizard","Duration":"Up to 1 minute","Material":"An eggshell and a snakeskin glove","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.<br />The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.<br />When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.<br />Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.<br />Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.<br />Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.<br />Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.<br />At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arcane Lock","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration : Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.","properties":{"Category":"Spells","Name":"Arcane Lock","Level":2,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Arcane Lock","description":"2nd level abjuration Casting Time: 1 action Range: Touch Components: V S M (Gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled Classes: Wizard You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration . You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.","properties":{"Category":"Spells","Name":"Arcane Lock","Level":2,"Range":"Touch","School":"Abjuration","Target":"A closed door, window, gate, chest, or other entryway","Classes":"Artificer, Wizard","Duration":"Until dispelled","Material":"Gold dust worth at least 25 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.<br />While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arcane Lock","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration : Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.","properties":{"Category":"Spells","Name":"Arcane Lock","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Arcane Lock","description":"Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object , unlocks it for 1 minute.","properties":{"Category":"Spells","School":"Abjuration","Name":"Arcane Lock","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arcane Lock","description":"Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Arcane Lock\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Arcane Lock\\\",\\\"description\\\":\\\"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"gold dust worth 25+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Arcane Lock","data-description":"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","Level":2,"Casting Time":"Action","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"gold dust worth 25+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arcane Parasite","description":"This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell’s level × 10 minutes, then this spell ends as soon as that spell is cast.","properties":{"Category":"Spells","Level":7,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Arcane Parasite","description":"7th-Level Transmutation (Ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 2 hours This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell’s level × 10 minutes, then this spell ends as soon as that spell is cast.","properties":{"Category":"Spells","Level":7,"School":"transmutation (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Arcane Portal","description":"You can join two points on the same plane via an arcane portal. Designate a single unoccupied space within range that you can see. A gate appears adjacent to you and at the designated space. These two spaces are considered adjacent for all purposes, such as movement and drawing line of sight. Any creature can move freely from one space to the other by expending 5 feet of movement to do so. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 120 feet for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Arcane Redirection","description":"5th-level abjuration Casting Time: 1 reaction, which you take when see a creature within 60 feet of you casting a spell that includes you as a target Range: 60 feet Components: S Duration: Instantaneous As you feel the arcane energies of a spell about to hit you, you attempt to steal the spell and redirect it at different targets. If the creature is casting a spell of 3rd level or lower, you choose new targets for the spell as though it were cast from your position. The stolen spell uses your spell save DC and spell attack modifier, as though you had cast it. At Higher Levels. When you cast this spell using a spell slot of a level higher than 5th, you can steal a spell this way of levels higher than 3rd: you can steal a spell of up to 4th level when you cast this spell using a 6th-level spell slot, a spell of up to 5th level when you cast this spell using a 7th-level spell slot, a spell of up to 6th level when you cast this spell using an 8th-level spell slot, and a spell of up to 7th level when you cast this spell using a 9th-level spell slot.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when see a creature within 60 feet of you casting a spell that includes you as a target","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Arcane Sight","description":"The recipient of this spell gains the benefits of both true seeing and detect magic for 1 hour, and also knows the name and effect of every spell he or she witnesses during arcane sight's duration.","properties":{"Category":"Spells","Level":8,"School":"Divination (Hieroglyph)","Components":"V S M","Casting Time":"1 round","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Arcane Sight","description":"","properties":{"Category":"Spells","Level":8,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Arcane Sight","description":"8th-Level Divination Casting Time: 1 action Range: Touch Components: V, S, M (a piece of clear quartz) Duration: Concentration, up to 1 hour The recipient of this spell gains the benefits of both true seeing and detect magic until the spell ends, and they also know the name and effect of every spell they witness during the spell’s duration.","properties":{"Category":"Spells","Level":8,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Arcane Sparkler","description":"Evocation cantrip Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You fling a condensed ball of colorful lights and sounds at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 thunder damage, and the target is distracted by the lights and sounds until the start of your next turn. While distracted, a creature must make a constitution saving throw whenever it casts a spell that requires concentration. On a failed save, the creature can’t concentrate on that spell, losing concentration on it at the start of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Arcane Subtraction","description":"You bestow a magical burden upon a single creature within range. For the spells, duration, the target has disadvantage on Strength checks, and their carrying capacity is halved. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":32309,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Arcane Sword","description":"7th level evocation Casting Time: 1 action Range: 60 feet Components: V S M (A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Duration: Concentration, up to 1 minute Classes: Bard , Wizard You create a sword-shaped plane of force that hovers within range . It lasts for the duration . When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage . Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.","properties":{"Category":"Spells","Name":"Arcane Sword","Level":7,"Range":"60 feet","Damage":"3d10","School":"Evocation","Target":"See text","Classes":"Bard, Wizard","Duration":"Up to 1 minute","Material":"A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp","data-List":"false","Components":"V S M","Damage Type":"Force","Casting Time":"1 action","Spell Attack":"Melee","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You create a sword-shaped plane of force that hovers within range. It lasts for the duration.<br />When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arcane Vigor","description":"Level 2 Abjuration (Sorcerer, Wizard) Casting Time: Bonus Action Range: Self Component: V, S Duration: Instantaneous You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice , and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended. Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.","properties":{"Category":"Spells","School":"Abjuration","Name":"Arcane Vigor","Level":2,"Casting Time":"Bonus Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arcanist's Magic Aura","description":"2nd level illusion Casting Time: 1 action Range: Touch Components: V S M (A small square of silk) Duration: 24 hours Classes: Wizard You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration . If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura: You change the way the target appears to spells and magical effects, such as detect magic , that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment .","properties":{"Category":"Spells","Name":"Arcanist's Magic Aura","Level":2,"Range":"Touch","School":"Illusion","Target":"A creature or object you touch","Classes":"Wizard","Duration":"24 hours","Material":"A small square of silk","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":14,"data-description":"You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.<br />When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.<br />False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.<br />Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arcanomagnetic Repulsion","description":"You emit waves of arcanomagnetic energy, distorting the trajectories of ferrous items. For the duration, attacks using ferrous weapons or ammunition made against you have disadvantage . In addition, the area within 20 feet of you is difficult terrain for creatures that are made of ferrous metal or are wearing ferrous armour. Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw . On a failure, it takes 1d6 force damage and is knocked prone . At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the difficult terrain increases by 5 feet and the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":23695,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Arcanomagnetic Storm","description":"A storm made of crackling lightning and arcanomagnetic winds appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes , which you can arrange as you wish and last until the spell ends. Each cube must have at least one face adjacent to the face of another cube. As a bonus action at the start of each of your turns, you can remove one 10-foot cube, and place another 10-foot-cube adjacent to the face of another cube. Each creature that starts its turn in the area or enters the area for the first time on its turn must make a Dexterity saving throw , taking 4d8 lightning damage on a failure, or half as much damage on a success. Each creature that ends its turn in the area must make a Strength saving throw , taking 4d8 force damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this Strength saving throw. The area is difficult terrain for any creatures made of ferrous metal or wearing ferrous armour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the lightning and force damage both increase by 1d8 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Evocation","Expansion":23695,"Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"150 ft (ten ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Arcing Arrow","description":"Transmutation cantrip Casting Time: 1 action Range: Self (60-foot radius) Components: V, M (a ranged weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack’s normal effects. On a miss, choose a second creature within range and make a ranged weapon attack with the same weapon against that creature. On a hit, the second creature takes lightning damage equal to your spellcasting ability modifier, instead of the weapon’s normal damage. The spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 lightning damage whether it hits the original target or the second creature. This extra damage increases by 1d8 at 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Arctic Lash","description":"You sweep your arm forward creating an arc of sub-zero wind that cuts through the area in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Elemental","Expansion":27051,"Damage Type":"cold","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Aria of Revelation","description":"You sing a song that causes all around you to be seen as it truly is. All creatures and objects in the spell’s area are made visible. Creatures and objects in the area that are on the Ethereal Plane appear in the spell’s area as ghostly and translucent. All illusion spells in the area become translucent and can be identified for what they are. If a creature in the area is a shapechanger that is not in its true form, it glows with a purple light as long as it remains in the area. Additionally, while you are concentrating on this spell, any secret doors or traps in the area glow with purple light.","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Arm Cannon","description":"Arm Cannon 2nd-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round You fire out the bones of your forearm through your hand, leaving a severe wound that immediately regrows and heals. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 piercing damage and must succeed on a Strength saving throw or be pushed back 15 feet. If pushed into an obstacle, the target is impaled on it and is restrained by the bone until the end of its next turn. Creatures that are Large or larger have advantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"evocation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Armament","description":"1st-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (bonemeal, iron filings, sawdust, or stone dust) Duration: 1 minute Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Tamer, Warlock, Wizard With a gesture, you summon a simple or martial weapon into your open hand. If you have no free hand, the summoned object instead appears at your feet. The weapon is nonmagical and it can be made of bone, iron, stone, or wood. The weapon disappears when the spell ends. Instead of summoning a weapon, you can summon twenty pieces of ammunition.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Armor of Agathys","description":"1st-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S, M (a cup of water) Duration : Instantaneous A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temp⁠orary hit points and the cold damage increase by 5 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Armor of Agathys","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Armor of Agathys","description":"Level 1 Abjuration (Warlock) Casting Time: Bonus Action Range: Self Components: V, S, M (a shard of blue glass) Duration: 1 hour Protective magical frost surrounds you. You gain 5 Temporary Hit Points . If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage . The spell ends early if you have no Temporary Hit Points . Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Abjuration","Name":"Armor of Agathys","Level":1,"Casting Time":"Bonus Action","Components":"V S M","Damage Type":"Cold"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Armor of Stone","description":"Tier 2 earth summoning Casting Time: 1 reaction Base Favor Cost: 1 Range: Self Components (Required): V, S Resonances: You are outdoors in rocky terrain (1 bonus favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor) Duration: Ongoing (1 favor per round) Effects: You place a hand on the ground and stones spring up and fly toward you, fastening around you to shield your body in rocky armor. For the duration of the invocation, your base AC becomes 16, and you have disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1 favor: The armor boasts hard stone gauntlets. Your unarmed attacks deal 1d6 bludgeoning damage. 1+ favor: Additional chunks of rock attach to your armor and break away to deflect hits against you. You gain temporary hit points equal to 1d8 per favor spent this way. 1+ favor: You transmogrify the rocks, compacting them and transforming their material properties with heat and pressure. Your AC increases by an additional 2 per favor spent this way, to a maximum of 20. 2 favor: You dramatically hasten the rites, treating this invocation’s casting time as “1 reaction.” 2 favor: You pull up additional stones as ablative defenses. Reduce all nonmagical damage you suffer for the duration of the invocation by 3. 3+ favor: You create a seal of jade on the armor which drives off evil entities. Each fiend, Lost, or undead creature that can see the seal becomes frightened of it for the duration of the invocation. At the start of each of its turns, a creature frightened of the seal can make a Wisdom saving throw to attempt to overcome its fear. On success, it shakes off its fear and is no longer frightened by the seal until the end of the encounter. On failure, it suffers 2d6 radiant damage.","properties":{"Category":"Spells","Level":2,"School":"earth summoning","Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Armored Formation","description":"You bolster the defenses of those nearby. Choose up to twelve willing creatures in range. When an affected creature is within 5 feet of at least one other affected creature, they create a formation. The formation must be a contiguous grouping of affected creatures, and each affected creature must be within 5 feet of at least one other affected creature within the formation. If the formation ever has less than two affected creatures, it ends, and an affected creature that moves further than 5 feet from other creatures in formation is no longer in that formation. Affected creatures don’t have to all be in the same formation, and they can create or end as many formations of various sizes as they want for the duration of the spell. Each creature in a formation gains a bonus depending on how many affected creatures are in that formation. Two or More Creatures. Each creature gains a +2 bonus to AC. Four or More Creatures. Each creature gains a +2 bonus to AC, and when it hits with any weapon, it deals an extra 1d6 damage of the weapon’s type. Six or More Creatures. Each creature gains a +3 bonus to AC, and when it hits with any weapon, it deals an extra 2d6 damage of the weapon’s type.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Armored Heart","description":"The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.","properties":{"Category":"Spells","Level":1,"School":"Conjuration (Clockwork)","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Armored Shell","description":"This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells. At Higher Levels. Casting armored shell using a higher‑level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.","properties":{"Category":"Spells","Level":1,"School":"Conjuration (Clockwork)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Arms of Hadar","description":"1st-Level Conjuration Casting Time : 1 action Rang e: Self (10-foot radius) Components: V, S Duration : Instantaneous You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Arms of Hadar","Save":"Strength","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Arms of Hadar","description":"Level 1 Conjuration (Warlock) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw . On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save , a target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Name":"Arms of Hadar","Level":1,"Casting Time":"Action","Components":"V S","Save":"Strength","Damage Type":"Necrotic","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arrhythmia","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Arrow Door","description":"3rd-level conjuration Casting time: 1 reaction, which you take when you or a creature you can see within 120 feet of you fires an arrow, bolt, or other projectile from a ranged weapon Range: 120 feet Components: v, s Duration: 1 minute When you cast this spell, two shimmering portals appear: one green portal in an unoccupied space within 5 feet of you and one purple portal in an unoccupied space within 5 feet of the arrow’s target. Any creature can step through the green portal and appear in the purple portal’s space. The portals are one-way. A creature that steps into the purple portal’s space feels a tingling chill but is otherwise unaffected by this spell. The portals last for the duration or until a creature steps through the green portal.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you or a creature you can see within 120 feet of you fires an arrow, bolt, or other projectile from a ranged weapon","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Arrow of Ash","description":"5th-level evocation Casting time: 1 action Range: 120 feet Components: v, s Duration: instantaneous You create and launch a missile of hardened ash which travels toward one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 force damage and 3d6 fire damage. When it reaches the target, the ash arrow bursts into a 30-foot-radius sphere of ash centered on the target, regardless if the attack hits the target. The cloud of ash spreads around corners, its area is heavily obscured, and it lasts for 1 minute. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a constitution saving throw or become poisoned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Artisan's Sorrow","description":"You cause a single unattended object you touch to shake and break apart. If the object has an AC, make a melee spell attack. You have advantage on this attack. On a hit or if the object does not have an AC, the object takes 3d12 thunder damage. This damage ignores an object’s Damage Threshold. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Artist's Homunculus","description":"Artist’s Homunculus Requirements: Level 17 Casting Time: 1 hour ritual Range: touch (the Likeness)Duration: permanent Cost: 10 WP + 1 WP (invested) for compliance (optional) Imbue a Likeness of a person with a semblance of life. If in a painting, the depiction will become animated like an actual person, can move about in the background of the painting (or drawing) and can speak with the artist. By investing one additional Weave Point while creating the image, it can be made more compliant, otherwise it will have free will. It is possible to use this feature on a sculpture but it will not be able to move about; instead, it will mostly retain its pose except for the animation of its facial features and the ability to turn its head or move its arms. A bust is of course also an option. The personality and knowledge of the homunculus depend on the creation process, and also whether it is a depiction of a real person or wholly imaginary.The homunculus receives 12 skill points in total which can be assigned to any skill or skills of the artist’s choosing – one skill with a rating of 12 is possible, as are 12 skills with a rating of 1 each, or anything in between. When the homunculus makes a skill check, it rolls a d20 + skill rating. The point distribution is decided upon creation of the homunculus and cannot be altered later on.The artist can only have one homunculus at any given time. And do remember that the creation of a Likeness requires investment of 1 Weave Point to begin with.","properties":{"Category":"Spells","Level":9,"School":"–","Components":"M","Casting Time":"1 hour ritual","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"As You Were","description":"When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal. If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person. If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal. This spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell. If this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"As You Were","description":"2nd-Level Necromancy Casting Time: 1 minute Range: Touch Components: V, S, M (a piece of flesh from a creature of the target’s race) Duration: Instantaneous When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal. If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person. If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal. This spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell. If this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"As You Were","description":"When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails automatically if the target is normally noncorporeal (banshee, ghost, wraith, et al.). If as you were is cast on a corpse, its effect is identical to gentle repose except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person. If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can talk) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious (knowing the person should be dead is sufficient reason). Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal. This spell doesn’t confer speech on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. Any amount of radiant, necrotic, or Constitution damage immediately ends this spell. If this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ashardalon's Stride","description":"3rd-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":12314,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ashen Lashes","description":"1st-level evocation Casting time: 1 action Range: 90 feet Components: v, s Duration: 1 minute You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can creature one additional tendril for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ashen Memories","description":"You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ashen Memories","description":"2nd-Level Divination (Ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: Instantaneous You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.","properties":{"Category":"Spells","Level":2,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect of Death","description":"Aspect of Death 9th-level conjuration (warlock) Casting Time: 1 action Range: Self Components: V, S, M (the skull of a fallen hero, embedded with jewels worth at least 4,000 gp) Duration: Concentration, up to 1 minute You focus threads of magical energy around you which coalesce into the aspect of death, an avatar made of bones, which surrounds you and fights on your behalf. The avatar is Large, is centered on you, and moves with you. While it is summoned, it protects you from foes; you are considered behind three-quarters cover at all times, have resistance to all damage, are immune to being grappled, and no other creature can enter the space of the avatar. In addition, while active, you gain a +1 bonus to spell attack rolls and saving throws, and when you cast a spell that deals bludgeoning, piercing or slashing damage, it is cast with a spell slot 2 levels higher than the one expended (to a maximum of 9th level).","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Aspect of Dread","description":"You emanate a psychic aura attuned to a creature you can see within range. The aura is a manifestation of the creature’s deepest darkest fear, which is visible only to them. The target creature must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the effect ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the effect ends. This power has no effect on constructs or automatons. At Higher Ranks. When you use this power at rank 5 or higher, the damage increases by 1d10 for each rank above 4.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Aspect of Hydra","description":"The touched creature grows two hydra heads from its clothing. When the creature takes the attack action, it can make a bite attack with each of its hydra heads as additional attacks made as part of the action. A hydra head’s bite attack is an unarmed attack that uses either Strength or Dexterity and the creature is considered proficient with it. The attack deals 1d10 piercing damage. As long as the creature has one or more of these heads, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconcious. Whenever the creature takes 25 or more damage in a single turn, one of its hydra heads dies. If all of the hydra heads die, the spell ends. At the end of the creature’s turn, it grows two hydra heads for each of its hydra heads that died since its last turn, unless it has taken fire damage since its last turn. For each hydra head the creature has, it gets an extra reaction that can be used only for opportunity attacks made with the bite attack granted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level, the touched creature grows an additional hydra head (three total). When you cast this spell using a spell slot of 9th level, the touched creature grows two additional hydra heads (five total).","properties":{"Category":"Spells","Level":5,"School":"transmutation","Expansion":32309,"Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Aspect of Lamprey","description":"The touched creature’s mouth changes into that of a parasitic lamprey. The creature gains a bite attack, which is treated as an unarmed attack that uses either Strength or Dexterity and the creature is considered proficient with it. The attack deals 1d6 piercing damage and 2d6 necrotic damage. The target of the bite attack’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the touched creature regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target of the bite attack dies if its hit point maximum is reduced to 0. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the touched creature’s bite attack increases by 1d6 necrotic for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Aspect of Manticore","description":"The touched creature grows a spiney tail and wings of a manticore. For the spells duration, the target creature gains a fly speed of 40 feet and gains a tail and a tail spike attack. The creature’s tail and tail spike attacks are treated as weapon attacks that uses either Strength or Dexterity and the creature is considered proficient with it. As an action, the creature can make three attacks with its tail spikes. The creature can make a tail attack as a bonus action. Both attacks deal 1d8 piercing damage. The creature’s tail spikes attacks have a normal range of 100 feet with a maximum range of 200 feet. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the number of tail spike attacks you can take as an action increases by one for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Aspect of the Ape","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing Speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree’s branches (or in a similar area, at the GM’s discretion) the target can move up to its climbing Speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect Of The Ape","description":"You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree’s branches (or in a similar area, at the GM’s discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aspect of the Dragon","description":"7th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a dragon scale) Duration: Concentration, up to 1 minute This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of Challenge 10 or less. You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect Of The Dragon","description":"By tapping into your very blood, this spell draws out the ancient nature inside, demonstrating to the world you are not like the rest; you are descended from dragons. This spell allows you to assume the form of any dragon-type creature of challenge 10 or less. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Aspect Of The Dragon","description":"This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aspect of the Firebird","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a lit candle and the tail feather of a bird) Duration: Concentration, up to 8 hours You take on the aspect of a firebird (see Tome of Beasts), including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying Speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold. As an action, you can emit a blast of light 5 feet wide and 50 feet long. All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect Of The Firebird","description":"You take on the aspect of a firebird, including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold. As an action, you can emit a blast of light 5 feet wide and 50 feet long. All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aspect of the Ram","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit. If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone. You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect Of The Ram","description":"You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit. If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone. You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aspect of the Serpent","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a dried snakeskin) Duration: Concentration, up to 1 minute A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit. As an action, the target can make a bite attack using either Strength or Dexterity ( Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aspect Of The Serpent","description":"A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit. As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aspir","description":"1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a blue ribbon) Duration: Instantaneous You drain the mystical energy of a spellcasting creature. Choose one creature you can see within range. That creature must succeed on an Intelligence saving throw or lose a 1st-level spell slot if it has any. If the creature loses a 1st-level spell slot, you regain an expended 1st-level spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature that fails the saving throw loses the highest level spell slot it has up to the level of spell slot you expended to cast this spell, and you regain an expended spell slot of the level that the creature lost.","properties":{"Category":"Spells","Save":"Intelligence","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Assault Drone","description":"You launch a small plasma cutter drone that you can control within range and lasts for the duration or until you use this power again. When you first activate this power, you can move the drone to any point within range and make a melee forging attack against a creature within 5 feet of the drone. On a hit, the target takes radiant damage equal to 1d8 + your forging ability modifier. As a bonus action on your turn, you can move the drone up to 20 feet and repeat the attack against a creature within 5 feet of it. At Higher Ranks. When you use this power at rank 3 or higher, the damage increases by 1d8 for every two ranks above rank 2.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Astral Barrage","description":"Astral Barrage 3rd-level conjuration (druid, ranger, sorcerer, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a portal to the cosmos and send asteroids hurtling through it. A creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 7d6 bludgeoning damage. You can use an action on subsequent turns to keep the portal open and target another creature, which must make the same saving throw. The spell ends if you use your action to do anything else. While concentrating on this spell, your speed is halved. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, larger asteroids fly through the portal and the damage increases by 2d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Astral Lances","description":"You create three lances of pure radiance and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each lance. On a hit, the target takes 1d6 radiant damage. If you hit an undead or fiend with a lance, the creature must succeed on a Constitution saving throw or be blinded until the end of your next turn. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Astral Projection","description":"9th level necromancy Casting Time: 1 hour Range: 10 feet Components: V S M (For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) Duration: Special Classes: Cleric , Warlock , Wizard You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points , the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.","properties":{"Category":"Spells","Name":"Astral Projection","Level":9,"Range":"10 feet","School":"Necromancy","Target":"You and up to eight willing creatures within range","Classes":"Cleric, Warlock, Wizard","Duration":"Special","Material":"For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":10,"data-DurationNum":20,"data-description":"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.<br />Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.<br />Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.<br />The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.<br />The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.<br />If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Astral Projection","description":"9th-Level Necromancy Casting Time : 1 hour Rang e: 10 feet Components: V, S, M ( for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes ) Duration : Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.","properties":{"Category":"Spells","Name":"Astral Projection","Level":9,"School":"Necromancy","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Astral Projection","description":"Level 9 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100 + GP, all of which the spell consumes) Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age. A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die. A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points , the spell ends for that target . The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.","properties":{"Category":"Spells","School":"Necromancy","Name":"Astral Projection","Level":9,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Astral Projection","description":"Level 9 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100 + GP, all of which the spell consumes) Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age. A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die. A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":9,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Astral Projection\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Astral Projection\\\",\\\"description\\\":\\\"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\\\\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut-which happens only when an effect states that it does so-the target's body and astral form both die.\\\\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\\\\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\\\\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Astral Projection","data-description":"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\nA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut-which happens only when an effect states that it does so-the target's body and astral form both die.\nA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\nAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\nWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.","Level":9,"Casting Time":"1 hour","Duration":"Until dispelled","Range":"10 feet","Components":"V S M","Material":"for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes","data-CastNum":6,"data-DurationNum":18,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Astrogation","description":"By burning rare spices and incense, you can briefly determine your course through the universe. If you perform a void jump while this spell is in effect, you automatically make a perfect jump.","properties":{"Category":"Spells","Level":7,"School":"divination","Expansion":9634,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Atmospheric Adaptation","description":"This power grants up to ten willing creatures you can see within range the ability to breathe normally in environments lacking breathable air, such as being in a vacuum or underwater. This effect lasts for the duration. Affected creatures also retain their normal mode of respiration. This power does not provide immunity to environmental hazards such as aerial toxins, poisonous gases, or esper powers that create similar harmful effects.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Attack Pattern","description":"A pack of small combat drones fire down upon an area within range. The area can be up to 20 feet long, 10 feet wide, and 10 feet tall. Each creature in that area must make a Dexterity saving throw. A target takes 3d8 fire and force damage (counts as both types in terms of overcoming resistances and immunities) on a failed save, or half as much on a successful one. On each of your turns for the duration, you can use your action to repeat the attack, targeting the same area or a different one. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d8 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"fire and force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Attract Metal","description":"You create a magnetic field that allows you to push or pull metal objects. When you cast the spell, and as an action each round for the duration, you can exert your will on one metal object that you can see within range. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a metal object that weighs up to 500 pounds. If the object isn’t being worn or carried, you automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. If the object is being worn or carried by an unwilling creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. If the object is a worn object that cannot easily be removed (such as armor) and you win the contest, the targeted creature also moves with the metal object. On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest. If the combined weight of the object and the creature exceed 500 pounds, the target cannot be moved.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Augment Ability","description":"You touch a willing creature and it gains physical or mental enhancement. Choose one of the following benefits; the target gains that benefit until the effect ends. Agility. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Allure. The target has advantage on Charisma checks. Brawn. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cunning. The target has advantage on Intelligence checks. Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the effect ends. Focus. The target has advantage on Wisdom checks. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional creature for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Augury","description":"By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal , for good results Woe , for bad results Weal and woe , for both good and bad results Nothing , for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Augury","Level":2,"School":"Divination","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Augury","description":"2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal , for good results Woe , for bad results Weal and woe , for both good and bad results Nothing , for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest , there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Augury","Level":2,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"See text","Classes":"Cleric","Duration":"Instantaneous","Material":"Specially marked sticks, bones, or similar tokens worth at least 25 gp","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:<br />Weal, for good results<br />Woe, for bad results<br />Weal and woe, for both good and bad results<br />Nothing, for results that aren’t especially good or bad<br />The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Augury","description":"2nd-Level Divination (ritual) Casting Time : 1 minute Rang e: Self Components: V, S, M ( specially marked sticks, bones, or similar tokens worth at least 25 ) Duration : Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal , for good results Woe , for bad results Weal and woe , for both good and bad results Nothing , for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Augury","Level":2,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Augury","description":"Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Omens Omen For Results That Will Be … Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest , there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Name":"Augury","Level":2,"Casting Time":"1 minute or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Augury","description":"Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Omens Omen For Results That Will Be … Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Augury\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Augury\\\",\\\"description\\\":\\\"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\\\\nOmens\\\\nOmen: For Results That Will Be …\\\\nWeal: Good\\\\nWoe: Bad\\\\nWeal and woe: Good and bad\\\\nIndifference: Neither good nor bad\\\\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\\\\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Augury","data-description":"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\nOmens\nOmen: For Results That Will Be …\nWeal: Good\nWoe: Bad\nWeal and woe: Good and bad\nIndifference: Neither good nor bad\nThe spell doesn't account for circumstances, such as other spells, that might change the results.\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.","Level":2,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Aundair's Silent Sanctum","description":"You create an invisible sphere of energy with a 5-foot radius. Until the spell ends, it moves with you, centered on you. The sphere muffles sound in both directions. Creatures outside of the sphere have disadvantage on Wisdom (Perception) checks made to hear any sounds from within the sphere, and creatures inside the sphere have disadvantage on Wisdom (Perception) checks made to hear sounds outside of the sphere. In addition, creatures have advantage on saving throws against effects that require them to hear a sound from the other side of the sphere, such as the command spell.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Aura of Desecration","description":"","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Components":"V","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Aura of Entropy","description":"4th-level abjuration Casting time: 1 action Range: self (30-foot radius) Components: v Duration: concentration, up to 10 minutes Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned. Creatures in the sphere can’t gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1).","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Aura Of Entropy","description":"Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned. Creatures in the sphere can’t gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1).","properties":{"Category":"Spells","Level":4,"School":"Abjuration (apocalypse)","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aura of Filth","description":"4th-level necromancy Casting time: 1 action Range: self (30-foot-radius) Components: v Duration: concentration, up to 1 minute Putrefying energy radiates in a 30-foot radius around you. Each creature in the aura, including you, has disadvantage on saving throws against poison and disease and on death saving throws. In addition, each creature in the aura can’t be cured of a disease or poison, except by means of a heal or wish spell. Dying or decaying material within the aura, such as corpses, picked flowers, or food, rapidly putrefy, decaying an additional day for each round it is in the aura. This effect increases the amount of time a corpse has been dead, counting against the time limit of spells such as raise dead.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Aura of Impurity","description":"Enervating energy radiates from you in an aura with a 30-foot radius . Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature must roll a d4 and subtract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Aura of Impurity","description":"Aura of Impurity 4th-level abjuration Casting Time: 1 action Range: Self (30-foot-radius sphere) Components: V Duration: Concentration, up to 1 minute Class: Paladin, Tamer, Warlock Enervating energy radiates from you in an aura with a 30-foot radius . Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature must roll a d4 and subtract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aura of Life","description":"4th-Level Abjuration Casting Time : 1 action Rang e: Self (30-foot radius) Components: V Duration : Concentration, up to 10 minure Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.","properties":{"Category":"Spells","Name":"Aura of Life","Level":4,"School":"Abjuration","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Aura of Life","description":"Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage , and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point .","properties":{"Category":"Spells","School":"Abjuration","Name":"Aura of Life","Level":4,"Casting Time":"Action","Components":"V","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Aura of Life","description":"Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Aura of Life\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Aura of Life\\\",\\\"description\\\":\\\"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"30 foot\\\"}}\"},{\"name\":\"Aura of Life Condition\",\"parent\":\"Aura of Life\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Aura of Life Spell\\\",\\\"description\\\":\\\"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.\\\"}\"},{\"name\":\"Aura of Life Necrotic Resistance\",\"parent\":\"Aura of Life Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"},{\"name\":\"Aura of Life Immune to Hit Point Maximum Reduction\",\"parent\":\"Aura of Life Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"details\\\":\\\"Immunity to Hit Point Maximum Reduction\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Aura of Life","data-description":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V","data-CastNum":2,"data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Aura of Listlessness","description":"3rd-Level Enchantment Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a lump of clay or a piece of wet paper) Duration: Concentration, up to 1 minute You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aura Of Listlessness","description":"You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aura of Protection or Destruction","description":"3rd-Level Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Instantaneous When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aura Of Protection Or Destruction","description":"When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Aura of Purity","description":"4th-Level Abjuration Casting Time : 1 action Rang e: Self (30-foot radius) Components: V Duration : Concentration, up to 10 minutes Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.","properties":{"Category":"Spells","Name":"Aura of Purity","Level":4,"School":"Abjuration","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Aura of Purity","description":"Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded , Charmed , Deafened , Frightened , Paralyzed , Poisoned , or Stunned condition.","properties":{"Category":"Spells","School":"Abjuration","Name":"Aura of Purity","Level":4,"Casting Time":"Action","Components":"V","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Aura of Silence","description":"6th-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You envelope yourself in an aura of deafening silence. For the duration, this aura of silence extends 20 feet from you. Creatures inside this aura are immune to thunder damage, are deafened, and can’t cast spells with verbal components. You can choose to end or resume any of these effects on yourself or any other creature within the aura at any time (no action required).","properties":{"Category":"Spells","Level":6,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Aura of Vitality","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self (30-foot radius) Components: V Duration : Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.","properties":{"Category":"Spells","Name":"Aura of Vitality","Level":3,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Aura of Vitality","description":"Level 3 Abjuration (Cleric, Druid, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.","properties":{"Category":"Spells","School":"Abjuration","Name":"Aura of Vitality","Level":3,"Casting Time":"Action","Components":"V","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Aura of Wrath","description":"6th-Level Enchantment Casting Time: 1 action Range: Self (20-foot radius) Components: V, S Duration: Concentration, up to 1 minute You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target —if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura’s effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura. If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Aura Of Wrath","description":"You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target —if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura’s effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura. If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Enchantment (fiendish)","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Auspicious Warning","description":"Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure.","properties":{"Category":"Spells","Level":1,"School":"Divination (Chaos)","Components":"V","Casting Time":"1 reaction, which you take when an ally rolls an attack, ability check, or saving throw"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Auspicious Warning","description":"Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.","properties":{"Category":"Spells","Level":1,"School":"Enchantment (temporal)","Expansion":5764,"Components":"V","Casting Time":"1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Auspicious Warning","description":"1st-Level Enchantment Casting Time: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw Range: 30 feet Components: V Duration: Instantaneous Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V","Casting Time":"1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Avatar's Armor","description":"A protective energy field takes form of a dark semi-translucent suit of armor around your clothing and gear, covered in shifting symbols and patterns. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. At Higher Ranks. When you use this power at rank 2 or higher, both the temporary hit points and the lightning damage increase by 5 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Avenging Arrows","description":"You imbue a single ranged weapon with the ammunition trait that you are holding with a spirit of retribution. For the spell’s duration, when an allied creature is hit with a melee attack while within the weapon’s normal range, you can use your reaction to make a single ranged weapon attack with the imbued weapon. This attack does not consume ammunition and deals force damage instead of the weapon’s normal damage type.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Avenging Flame","description":"You send forth a bolt of holy fire at a hostile enemy. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. For 1 minute after being hit, the target must suceed on a Dexterity saving throw at the start of each of its turns or take 2d8 radiant damage. If the target has made an attack during its last turn, it automatically fails this saving throw. While the creature continues to take this damage, the creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Avoid Grievous Injury","description":"2nd-level divination (bard, cleric, druid, sorcerer, warlock, wizard) Casting Time : 1 reaction, when you are struck by a critical hit Range : Self Components : V, S Duration : Instantaneous You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when you are struck by a critical hit","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Avoid Grievous Injury","description":"","properties":{"Category":"Spells","Level":1,"School":"Divination","Components":"V, S","Casting Time":"1 reaction, which you take when you are struck by a critical hit","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Avoid Grievous Injury","description":"1st-Level Divination Casting Time: 1 reaction, which you take when you are struck by a critical hit Range: Self Components: V, S Duration: Instantaneous You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when you are struck by a critical hit","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Avronin's Astral Assembly","description":"You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell. When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Expansion":5764,"Components":"V, M","Casting Time":"10 minutes","data-RangeAoe":"Unlimited"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Avronin's Astral Assembly","description":"6th-Level Necromancy (Ritual) Casting Time: 10 minutes Range: Unlimited Components: V, M (a spool of fine copper wire and a gem worth at least 100 gp for each target) Duration: Concentration, up to 1 hour You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell. When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn’t need food or air. The creature’s consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can’t interact with anything physically. A creature can end the spell’s effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature’s spirit returns to its body, and it regains consciousness. A creature that withdraws voluntarily from the assembly can’t rejoin it even if the spell is still active. If a gem is broken while occupied by a creature’s astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.","properties":{"Category":"Spells","Level":6,"School":"necromancy (ritual)","Components":"V, M","Casting Time":"10 minutes","data-RangeAoe":"Unlimited"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Awaken","description":"5th-Level transmutation Casting Time : 8 Rang e: 60 feet Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration : Instantaneous After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligen⁠ce of 3 or less. The target gains an Intel⁠ligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains sens⁠es similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the char⁠med condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was char⁠med.","properties":{"Category":"Spells","Name":"Awaken","Level":5,"School":"Transmutation","Components":"V S M","Casting Time":"8 hours","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Awaken","description":"5th level transmutation Casting Time: 8 hours Range: Touch Components: V S M (An agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous Classes: Bard , Druid After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant . The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's . Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree . The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.","properties":{"Category":"Spells","Name":"Awaken","Level":5,"Range":"Touch","School":"Transmutation","Target":"A Huge or smaller beast or plant with either no Intelligence score or an Intelligence of 3 or less","Classes":"Bard, Druid","Duration":"Instantaneous","Material":"An agate worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"8 hours","data-CastNum":7,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.<br />The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Awaken","description":"Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target . The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature . The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant , such as the statistics for the Awakened Shrub or Awakened Tree in the Monst er Manual . The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","properties":{"Category":"Spells","School":"Transmutation","Name":"Awaken","Level":5,"Casting Time":"8 hours","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Awaken","description":"Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monst er Manual . The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Minions, Buff","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Awaken\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Awaken\\\",\\\"description\\\":\\\"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\\\\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"8 hours\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"an agate worth 1,000+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"8 hours","filter-Concentration":"No","Name":"Awaken","data-description":"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.\nThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","Level":5,"Casting Time":"8 hours","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"an agate worth 1,000+ GP, which the spell consumes","data-CastNum":7,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Awaken Object","description":"After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation. An awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom. An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.","properties":{"Category":"Spells","Level":8,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"8 hours","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Awaken Object","description":"8th-Level Transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (a ruby worth at least 1,000 gp, which the spell consumes) Duration: Permanent After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object’s statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation. An awakened object’s Speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying Speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human’s senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom. An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired. Awakened Objects Size HP AC Attack Str Dex Con Int Wis Cha T 20 18 +8 to hit, 1d4 + 4 damage 4 18 10 2d6 2d6 2d6 S 25 16 +6 to hit, 1d8 + 2 damage 6 14 10 3d6 2d6 2d6 M 40 13 +5 to hit, 2d6 + 1 damage 10 12 10 3d6 3d6 2d6 L 50 10 +6 to hit, 2d10 + 2 damage 14 10 10 3d6 3d6 2d6 + 2","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"8 hours","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Azalea Skin","description":"1st-level transmutation Casting time: 1 action Range: self Components: v, s, m (an azalea vine) Duration: 1 minute Dozens of azaleas blossom on your skin. Until this spell ends, if a creature hits you with an attack while within 5 feet of you, it takes 1d6 poison damage. If a creature within 5 feet of you scores a critical hit against you, the azaleas release a burst of poisonous pollen. Each creature within 5 feet of you must succeed on a constitution saving throw or take 2d6 poison damage and be poisoned until the end of its next turn. The spell then ends. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S, M","Damage Type":"posion","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Baba's Pincushion","description":"2nd-level conjuration Casting time: 1 action Range: 90 feet Components: v, s, m (a handful of thorny stems or a set of forks, pins, or darts) Duration: instantaneous You conjure a torrent of serrated darts that fly toward a target within range, puncturing and pinning it. Make a ranged spell attack against the target. On a hit, the target takes 5d4 piercing damage and is pinned to the ground or another surface within 5 feet of the target, such as a wall, tree, or similar, for 1 minute. While pinned to the ground or to a surface heavier than it, the target is restrained. The restrained target can use its action to make a strength check against your spell save dc. If it succeeds, it is no longer restrained. While pinned to a surface that is lighter than it, such as a chair or saddle, the target’s speed is halved, but it isn’t restrained. The target can use an action to extricate itself from such a surface. At higher levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Babble","description":"This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it. An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"Enchantment (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Babble","description":"This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it. An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Babble","description":"5th-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it. An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bacterial Barrage","description":"You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic damage to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":29025,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Bad Timing","description":"You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target fails a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.","properties":{"Category":"Spells","Level":2,"School":"Divination (Chaos)","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Bad Timing","description":"You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Divination (chaos)","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bad Timing","description":"2nd-Level Divination Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Balo's Bolster Dead","description":"3rd-level necromancy Casting time: 1 action Range: self Components: v, s, m (a femur engraved with gold runes worth 50 gold) Duration: instantaneous Necrotic energy flows out from you, bolstering your undead allies. Each friendly undead within 30 feet of you gains temporary hit points equal to twice your spellcasting ability modifier for 8 hours. If you expend your life force when you cast this spell, you can increase the temporary hit points each target gains. Expend and roll a number of hit dice of your choice up to half your maximum hit dice. Each target of this spell increases the temporary hit points it gains by that amount. Hit dice spent in this way can’t be used to regain hit points during a short rest. You regain spent hit dice as normal.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bane","description":"1st level enchantment Casting Time: 1 action Range: 30 feet Components: V S M (A drop of blood) Duration: Concentration, up to 1 minute Classes: Bard , Cleric Up to three creatures of your choice that you can see within range must make Charisma saving throw . Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Bane","Level":1,"Range":"30 feet","School":"Enchantment","Target":"Up to three creatures of your choice that you can see within range","Classes":"Bard, Cleric","Duration":"Up to 1 minute","Material":"A drop of blood","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bane","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a drop of blood) Duration : Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Bane","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bane","description":"Level 1 Enchantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw . Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Bane","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bane","description":"Level 1 Enchantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric, Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Debuff, Charisma Save","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Bane\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Bane\\\",\\\"description\\\":\\\"Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a drop of blood","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-CastNum":2,"data-RangeNum":30,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Banefire","description":"You draw up a mote of banefire and send it hurtling at a creature. Make a ranged spell attack against the target. On a hit, the target takes 6d10 fire damage. If this spell is countered or the damage avoided (such as by resistance or immunity), roll the attack and damage. If the resulting attack would hit and the damage result is greater than 32, this spell cannot be countered and the damage cannot be avoided (even by resistance or immunity to fire) A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Baneful Trigger","description":"When you use this power, you create a trigger that causes harm when conditions are met to set it off. The trigger can take the form of a semi-translucent mark (in a design of your choice) or a tiny micro-device. It is placed either upon a surface (such as a desk, panel, or a section of floor or wall) or within an object that can be closed (such as a box, case, or cabinet) to conceal the trigger. If you choose a surface, the trigger’s sensor can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you activated this power, the trigger is nullified, and the effect automatically ends. The trigger is nearly invisible and requires a successful Intelligence (Investigation) check against your esper power save DC to be found. You decide what sets off the trigger when you activate this power. Triggers placed on a surface, are typically set off by touching or standing on them, removing another object covering the trigger, approaching within a certain distance of the trigger, or manipulating the object on which the trigger is placed. Triggers placed within an object are most commonly set off by opening that object, approaching within a certain distance of the object, or seeing and looking at the trigger for a set length of time. Once a trigger is set off, its effect activates then immediately ends. You can further refine the trigger so the effect activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, to be set off only by netherants or kanasi), or alignment. You can also set conditions for creatures that don’t set off the trigger, such as those who say a certain password. When you activate this power, choose one of the options below for its effect. Once set off, the trigger glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the effect ends. Each creature in the sphere when the trigger activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, powers, or other similar effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Banish to the Space Between Worlds","description":"When you cast this spell, you gain 1 Contamination Level. You banish a creature that you can see within range into the Space Between Worlds. Upon this roiling plane of chaotic potential, the target wanders incomprehensible vistas searching for a way back via strange and absurd exits. The target remains there for the duration or until it escapes. The target can use its action to attempt to escape. When it does so, it makes an Intelligence check against your spell save DC. If it succeeds, it escapes, and the spell ends. On a failed check, the target takes 4d6 psychic damage. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Time passes differently for the target within the Space Between Worlds, and it perceives its time spent there as having lasted hundreds or perhaps thousands of years, even if it was only gone for rounds or minutes in the mortal world. A creature which dies in the Space Between Worlds does not return.","properties":{"Category":"Spells","Save":"Intelligence","Level":8,"School":"contaminated conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Banishing Smite","description":"5th-Level Abjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the att⁠ack deals an extra 5d10 force damage to the target. Additionally, if this atta⁠ck reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.","properties":{"Category":"Spells","Name":"Banishing Smite","Level":5,"School":"Abjuration","Expansion":5,"Components":"V","Damage Type":"Force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Banishing Smite","description":"Level 5 Conjuration (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Concentration, up to 1 minute The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.","properties":{"Category":"Spells","School":"Conjuration","Name":"Banishing Smite","Level":5,"Casting Time":"Bonus Action","Components":"V","Save":"Charisma","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Banishment","description":"4th level abjuration Casting Time: 1 action Range: 60 feet Components: V S M (An item distasteful to the target) Duration: Concentration, up to 1 minute Classes: Paladin , Cleric , Sorcerer , Warlock , Wizard You attempt to send one creature that you can see within range to another plane of existence . The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane . While there, the target is incapacitated . The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Name":"Banishment","Level":4,"Range":"60 feet","School":"Abjuration","Target":"One creature that you can see within range","Classes":"Paladin, Cleric, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","Material":"An item distasteful to the target","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Banishment","description":"4th-Level Abjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (an item distateful to the target) Duration : Concentration, up to 1 minute You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Name":"Banishment","Level":4,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Banishment","description":"Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration , a Celestial , an Elemental , a Fey , or a Fiend , the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Name":"Banishment","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Banishment","description":"Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Charisma Save, Incapacitated, Debuff","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Banishment\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Banishment\\\",\\\"description\\\":\\\"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\\\\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pentacle\\\"}}\"},{\"name\":\"Banishment Attack\",\"parent\":\"Banishment\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Banishment\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"One creature that you can see within range must succeed on a Charisma saving throw\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"The creature is transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\\\\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Verbal","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Banishment","data-description":"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a pentacle","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","data-CastNum":2,"data-RangeNum":30,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Banshee Wail","description":"You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Necromancy (Shadow)","Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Bardo","description":"You capture some of the fading life essence of the triggering creature, drawing on the energy of the tenuous moment between life and death. You can then use this essence to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 6d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can’t be triggered by the death of a construct or an undead creature, and it can’t restore hit points to constructs or undead.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V S M","Casting Time":"1 reaction, which you take when you see a creature within 30 feet of you die","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bark Bulwark","description":"4th-level abjuration Casting time: 1 action Range: 5 feet Components: v, s, m (a piece of bark) Duration: concentration, up to 10 minutes A nonmagical wall of bark erupts from the ground to protect you and your allies. Choose a space in front of or behind you. The wall forms in that space, extending 15 feet out from that space along the ground in opposite directions for a total length of 30 feet. The wall is 5 feet high, 6 inches thick, opaque, and provides three-quarters cover to creatures behind it. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall can’t otherwise occupy the same space as a creature or object. The wall must be vertical and must rest on a firm foundation, such as the ground, the floor of a building, the deck of a ship, or similar. The wall is an object made of bark that can be damaged and thus breached. Each 10-foot section of the wall has ac 15, 100 hit points, and vulnerability to fire damage. Reducing a section to 0 hit points destroys it. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Barkskin","description":"2nd level transmutation Casting Time: 1 action Range: Touch Components: V S M (A handful of oak bark) Duration: Concentration, up to 1 hour Classes: Druid , Ranger You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.","properties":{"Category":"Spells","Name":"Barkskin","Level":2,"Range":"Touch","School":"Transmutation","Target":"A willing creature","Classes":"Druid, Ranger","Duration":"Up to 1 hour","Material":"A handful of oak bark","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Barkskin","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a handful of oak bark) Duration : Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.","properties":{"Category":"Spells","Name":"Barkskin","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Barkskin","description":"Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing creature . Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.","properties":{"Category":"Spells","School":"Transmutation","Name":"Barkskin","Level":2,"Casting Time":"Bonus Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Barkskin","description":"Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Barkskin\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Barkskin\\\",\\\"description\\\":\\\"You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a handful of bark\\\"}}\"},{\"name\":\"Barkskin Condition\",\"parent\":\"Barkskin\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Barkskin\\\",\\\"description\\\":\\\"The target has an Armor Class of 17 if its AC is lower than that.\\\"}\"},{\"name\":\"Barkskin AC\",\"parent\":\"Barkskin Condition\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Barkskin","data-description":"You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.","Level":2,"Casting Time":"Bonus Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a handful of bark","data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Barrage","description":"A small autocannon appears around your arm and unleashes a wave of gunfire before it disappears. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d8 for every two ranks above rank 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Barricade of Earth","description":"Tier 2 earth summoning Casting Time: 1 minute Base Favor Cost: 1 Range: 30 feet Components (Required): V, S Resonances: You are outdoors in rocky terrain (1 bonus favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor) Duration: 1 hour Effects: You call upon the spirits of rock and stone, then stomp on the ground, raising a barricade before you at a point of your choice within range. The earthen barricade is up to 6 inches thick, and is up to 10 feet tall by 10 feet wide. If the barrier cuts through a creature’s space when it appears, the creature is pushed to one side of the barricade (your choice). The barricade can be shaped as you desire, though it can’t occupy the same space as a creature or object. The barricade doesn’t need to be vertically oriented, but it must extend up from the ground with a solid foundation, and if its foundation is destabilized, it collapses. You can shape the barricade with crenelations, arrow-slits, and the like. The barricade is a non-magical object made of dirt, which can be damaged and breached. It has AC 13 and 10 hit points per inch of thickness. Reducing the barricade to 0 hit points destroys it, or punches a hole in it at the GM’s discretion. It persists for the duration of the invocation, after which point it begins to crumble and collapse. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1+ favor: You increase the range of the invocation by +10 feet per favor spent this way. 1+ favor: Calling forth the earth spirits in multiple places, you create 1 additional barricade at another point of your choice within range per favor spent this way. If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. 1+ favor: Layering on dirt and stone, you make the barricade 2 inches thicker per favor spent this way. 1+ favor: You press in the dirt densely in the barricade, making it sturdy enough to withstand the elements. It lasts an additional hour per favor spent this way. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 bonus action.” 2 favor: You infuse the barricade with the purifying essence of jade. It gains resistance to necrotic damage, and after a Lost creature makes an attack against it, that creature suffers 1d6 radiant damage, plus 1d6 additional radiant damage per additional barricade within five feet of it.","properties":{"Category":"Spells","Level":2,"School":"earth summoning","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Barrier","description":"A force field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Barrier of Worlds","description":"Rubbing the so-called powder of life between your hands, you scatter it among an area with a radius of up to 50 feet. This area has to be on your own home world in Braythe. If another Barrier of Worlds spell already exists in this place, your spell automatically fails. Once the spell is finished, a translucent, shimmering dome as high as the area is wide comes into existence. Any being originally from a different world-island of Braythe is prohibited from entering this barred zone. They cannot charm, frighten, or possess creatures within it, as long as the targets are also from your home world. Targets already under such an effect are released from it upon entering this zone. Beings that do not originate from a world-island of Braythe are not affected by the spell. This includes the Voidborn and the Beastborn. A person or creature that dispels the Barrier of Worlds, and who was born on a different world-island of Braythe, has to succeed on a Wisdom Saving Throw against a DC of 15. On a failure, they are banished to a random (but relatively safe) location in their home world.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"8 hours","data-RangeAoe":"Touch"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Bartholomew's Elemental Arc","description":"3rd-level abjuration Casting time: 1 reaction, which you take when a friendly creature within 10 feet of you would take acid, cold, fire, lightning, or thunder damage Range: 10 feet Components: s, m (a 6-inch rod of copper) Duration: 1 round You become a living conduit of elemental energy. The friendly target doesn’t take the triggering damage, as you draw the elemental energy into yourself and toward a hostile creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes half the triggering damage, and you take the other half. On a miss, you take half the triggering damage. On a critical hit, the target takes all the triggering damage, and you take none. After the attack, regardless if it hits or misses, you gain resistance to the triggering damage type until the start of your next turn.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"S, M","Casting Time":"1 reaction, which you take when a friendly creature within 10 feet of you would take acid, cold, fire, lightning, or thunder damage"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bartleby’s Bastion","description":"You grant yourself a measure of protection from mind-altering effects. The first time you would be charmed or frightened during the spell’s duration, you are immune to the condition and the spell ends.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bartleby’s Confounding Words","description":"You put a magically imbued puzzle or riddle before a creature that can hear you within range. The creature must make an Intelligence saving throw. On a failure, the creature has disadvantage on attack rolls and ability checks for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. A creature with an Intelligence score of 4 or less isn’t affected. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"enchantment","Expansion":32309,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bartleby’s Denial","description":"You lock your person into place, making yourself difficult to forceably move by means outside of your own power. For the spell’s duration, you cannot be forced to move or be knocked prone. You cannot teleport, use interplanar travel, or be banished. If an effect would cause you to move from your position in any way, the effect instead fails to move you. If you are falling or sinking when you cast this spell, you stop falling and/or sinking even if it would defy gravity. If you have or gain a fly speed or a swim speed, you can use these movement speeds to move. At Higher Levels: When you cast this spell using a spell slot of 5th level, the spell’s duration is changed to 8 hours. If you cast this spell using a spell slot of 7th level, the spell’s duration is changed to 24 hours.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Basic Construct","description":"You forge constructs that assemble in unoccupied spaces that you can see within range. You choose one the following options for what appears: One construct of challenge rating 2 or lower Two constructs of challenge rating 1 or lower Four constructs of challenge rating 1/2 or lower Eight constructs of challenge rating 1/4 or lower. A construct forged by this power deactivates and falls apart when it drops to 0 hit points or when the technique’s effect ends. The constructs are friendly to you and your companions. Roll initiative for the constructs as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM decides the type of constructs and provides their available stats. At Higher Ranks. When you use this power at rank 5 or higher, you may choose one of the forging options above, and more creatures appear: twice as many with a Rank 6 forging slot and three times as many with a Rank 8 forging slot.","properties":{"Category":"Spells","Level":4,"School":"Technique","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bastion","description":"An invisible barrier of force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. This ability also grants the benefits of a Portable Shield Device.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 reaction, which you take when you are hit by an attack"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bat from the Sky","description":"2nd-level evocation (druid, paladin, ranger) Casting Time : 1 action, or 1 reaction when a flying creature moves adjacent to you Range : Touch Components : V, S Duration : Instantaneous You target a flying creature you can reach when you cast this spell. The creature must succeed on a Strength saving throw or be knocked prone and become stunned until the end of its next turn. If you use an action to cast this spell, you can use a bonus action to make a melee weapon attack against the target regardless of the result of its saving throw. If you cast this spell using your reaction, the creature has disadvantage on its saving throw. At Higher Levels . When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for each 2 slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation","Expansion":11996,"Components":"V S","Casting Time":"1 action, or 1 reaction when a flying creature moves adjacent to you","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Bathe in Light","description":"You bathe in light up to three creatures of your choice within range. Whenever a target takes damage before the spell ends, the target can roll a d4 and reduce the amount of damage taken by the number rolled. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Batsense","description":"For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Batsense","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur from a bat’s ear) Duration: 1 hour For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn’t penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Battle Mind","description":"You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit): One ally gains advantage on its next attack roll, saving throw, or ability check. An enemy has disadvantage on the next attack roll it makes against you or an ally. You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies. Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.","properties":{"Category":"Spells","Level":5,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Battle Mind","description":"You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit): One ally gains advantage on its next attack roll, saving throw, or ability check. An enemy has disadvantage on the next attack roll it makes against you or an ally. You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies. Three allies who can see and hear you on your turn are given the benefit of a bless , guidance , or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Battle Mind","description":"5th-Level Divination (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of spiderweb or a small crystal orb) Duration: Concentration, up to 10 minutes You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit): One ally gains advantage on its next attack roll, saving throw, or ability check. An enemy has disadvantage on the next attack roll it makes against you or an ally. You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies. Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.","properties":{"Category":"Spells","Level":5,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Battlearms","description":"4th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (two human bones) Duration: Concentration, up to 1 minute You create two additional arms on your torso. They can wield, hold, and use objects and weapons like your normal pair of arms. When you make an opportunity attack, you can make two attacks instead of one. Any armor or clothing you wear is magically altered to allow the new limbs and they revert to their original form immediately at the end of the spell. Weapons or items carried immediately drop at the end of the spell. You also gain the ability to do each of the following things on your turn: You can take the Use an Object action as a bonus action. If you take the Attack action, you can make two additional attacks, and you add your proficiency bonus to attack rolls if they are holding weapons you are proficient with in your extra hands. If you make a melee spell attack, you have advantage on that attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the arms are four, you can make four additionally attack rolls if you take the Attack action on your turn, and you can make three attacks when you make an opportunity attack.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Battlewise Valor","description":"You grant a creature temporary combat insight and a magical defense. For the spell’s duration, the touched creature gains a +1 bonus to melee weapon attack rolls, a +1 bonus to AC, and a +2 bonus to melee weapon damage rolls.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Beacon of Hope","description":"3rd level abjuration Casting Time: 1 action Range: 30 feet Components: V S Duration: Concentration, up to 1 minute Classes: Cleric This spell bestows hope and vitality. Choose any number of creatures within range . For the duration , each target has advantage on Wisdom saving throws and death saving throws , and regains the maximum number of hit points possible from any healing.","properties":{"Category":"Spells","Name":"Beacon of Hope","Level":3,"Range":"30 feet","School":"Abjuration","Target":"Any number of creatures within range","Classes":"Cleric","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Beacon of Hope","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.","properties":{"Category":"Spells","Name":"Beacon of Hope","Level":3,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Beacon of Hope","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.","properties":{"Category":"Spells","Name":"Beacon of Hope","Level":3,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Beacon of Hope","description":"Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","properties":{"Category":"Spells","School":"Abjuration","Name":"Beacon of Hope","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Beacon of Hope","description":"Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Beacon of Hope\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Beacon of Hope\\\",\\\"description\\\":\\\"Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Beacon of Hope Condition\",\"parent\":\"Beacon of Hope\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Beacon of Hope\\\",\\\"description\\\":\\\"You have Advantage on Wisdom saving throws and Death Saving Throws and regain the maximum number of Hit Points possible from any healing.\\\",\\\"category\\\":[]}\"},{\"name\":\"Beacon of Hope Advantage Saves\",\"parent\":\"Beacon of Hope Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Wisdom\\\",\\\"Death\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Beacon of Hope","data-description":"Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","Level":3,"Casting Time":"Action","Duration":"1 hour","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Beaming Defiance","description":"You cause a single creature you touch to be filled with brilliant radiance and divine resolve. For the spell’s duration, the creature deals an additional 1d4 radiant damage when it hits with weapon attacks and gains temporary hit points at the start of its turn equal to your spellcasting ability modifier. Additionally, the creature has advantage on saving throws against spells for the spell’s duration. When the spell ends, the target loses any remaining temporary hit points from this spell.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bearing Barrage","description":"2nd-level transmutation Casting time: 1 action Range: self Components: v, s, m (up to ten ball bearings, which the spell consumes) Duration: 10 minutes Up to ten ball bearings you are holding become imbued with minor magic while they remain in your possession. You can throw one of the ball bearings at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d6 bludgeoning damage. Until the spell ends, you can make the attack again on each of your turns as an action. The spell ends early if all imbued ball bearings have been thrown. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Beast Bond","description":"1st-Level Divination Casting Time : 1 action Rang e: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration : Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Beast Bond","description":"1st-Level Divination Casting Time : 1 action Rang e: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration : Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.","properties":{"Category":"Spells","Level":1,"School":"Divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Beast Essence","description":"3rd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a feather or bit of animal fur) Duration: 1 hour You transform your body to take on aspects of one of the following creatures for the duration. Bear. Your body becomes bulkier, and your fingers are tipped with thick, yellow claws. You can use your spellcasting ability modifier instead of your strength modifier when making a grapple attack and when escaping a grapple. In addition, you gain temporary hit points equal to twice your spellcasting ability modifier when you cast this spell and every 10 minutes until the spell ends. Boar. Two yellowed tusks grow from your bottom jaw, and short, coarse hair covers your face, neck, torso, and arms. You have advantage on wisdom (perception) checks that rely on smell. In addition, once on each of your turns, if you move at least 10 feet before making a melee attack, the attack deals extra damage of the attack’s type equal to your spellcasting ability modifier, and the target must succeed on a strength saving throw or be pushed up to 5 feet away from you. Hare. Your skin becomes covered in a layer of soft fur, and your legs become more muscular. Your speed increases by 10 feet, and you can take the dash action as a bonus action on each of your turns. In addition, you can use your spellcasting ability score instead of your strength score to determine the height and distance you can jump. Raven. Feathers erupt along your arms, cheekbones, and legs. You gain a flying speed equal to your walking speed, and you have advantage on wisdom (perception) checks that rely on sight. In addition, you can mimic any sound you have heard. A creature that hears the sounds can tell they are imitations with a successful wisdom (insight) check against your spell save dc. When the spell ends, you fall if you are still aloft. Snake. Your body becomes slimmer, your skin becomes cool to the touch, and your neck elongates slightly. Once on each of your turns, when you hit a creature with an attack, that creature must succeed on a constitution saving throw or take poison damage equal to your spellcasting ability modifier and become poisoned until the end of its next turn.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Beast Sense","description":"2nd-Level Divination (ritual) Casting Time : 1 action Rang e: Touch Components: S Duration : Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal sen⁠ses. While perceiving through the beast’s sen⁠ses, you gain the benefits of any sp⁠ecial sens⁠es possessed by that creature, though you are blinded and deafened to your own surroundings.","properties":{"Category":"Spells","Name":"Beast Sense","Level":2,"School":"Divination","Expansion":5,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Beast Sense","description":"Level 2 Divination (Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing Beast . For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.","properties":{"Category":"Spells","School":"Divination","Name":"Beast Sense","Level":2,"Casting Time":"Action or Ritual","Components":"S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Beast Within","description":"You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target’s Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target’s Strength modifier on a hit. The target’s bite doesn’t inflict lycanthropy. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V S M","Casting Time":"1 round","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Beauty’s Burden","description":"1st-level (hag) enchantment Casting Time: 1 reaction, which the hag takes when a foe succeeds on a Charisma saving throw Range: 60 feet Components: S Duration: 1 minute When a hag casts this spell, her eyes will briefly flash with a gray light and one of her hands will make a slashing motion towards the foe that succeeded on a Charisma saving throw. The target must make a Wisdom saving throw or have disadvantage on any Charisma saving throws caused by the hag that cast this spell. This disadvantage penalty will continue up to a minute, as long as the hag that cast beauty’s burden remains within 60 feet of the target. This duration does not require concentration. After the target fails a Charisma saving throw, this spell effect is removed.","properties":{"Category":"Spells","Level":1,"School":"(hag) enchantment","Components":"S","Casting Time":"1 reaction, which the hag takes when a foe succeeds on a Charisma saving throw","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Become Nightwing","description":"By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: nightwing breath. Nightwing Breath (recharge 4–6). You exhale shadow‑substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half damage with a successful Dexterity saving throw.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Enchantment (Shadow)","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Become Nightwing","description":"This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath. Nightwing Breath (Recharge 4–6). You exhale shadowsubstance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.","properties":{"Category":"Spells","Level":6,"School":"Enchantment (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Become Nightwing","description":"6th-level enchantment Casting time: 1 action Range: self Components: v, s, m (a crow’s eye) Duration: concentration, up to 1 minute This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: nightwing breath. Nightwing breath (recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful dexterity saving throw.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"enchantment","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bedazzling Charm","description":"You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by a third humanoid you designate that both of you can see. The spell ends after 1 minute, when you or any of your companions do anything harmful to either of the spell’s targets, or when the third humanoid disappears from the charmed creature’s sight. The charmed creature regards the third creature as a friendly acquaintance and will follow it to keep it within sight. When the spell ends, the creature knows it was bedazzled by you to regard the third creature favorably.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bedazzling Charm","description":"2nd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 minute You attempt to charm a humanoid you can see within range. It makes a wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by a third humanoid you designate that both of you can see. The spell ends after 1 minute, when you or any of your companions do anything harmful to either of the spell’s targets, or when the third humanoid disappears from the charmed creature’s sight. The charmed creature regards the third creature as a friendly acquaintance and will follow it to keep it within sight. When the spell ends, the creature knows it was bedazzled by you to regard the third creature favorably.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Befuddlement","description":"Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw . On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action . At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration , Heal , or W ish spell. On a successful save, the target takes half as much damage only.","properties":{"Category":"Spells","School":"Enchantment","Name":"Befuddlement","Level":8,"Casting Time":"Action","Components":"V S M","Save":"Intelligence","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Befuddlement","description":"Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration , Heal , or W ish spell. On a successful save, the target takes half as much damage only.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Intelligence Save, Debuff, Psychic Damage, Inflict Damage","Spell Attack":"None","filter-Level":8,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Befuddlement\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Befuddlement\\\",\\\"description\\\":\\\"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\\\\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\\\\nOn a successful save, the target takes half as much damage only.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a key ring with no keys\\\"}}\"},{\"name\":\"Befuddlement Attack\",\"parent\":\"Befuddlement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Befuddlement\\\",\\\"range\\\":\\\"150 feet\\\",\\\"description\\\":\\\"You blast the mind of a creature that you can see within range.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Intelligence\\\",\\\"onFail\\\":\\\"The target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save.\\\",\\\"onSucceed\\\":\\\"Half damage only.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Befuddlement Damage\",\"parent\":\"Befuddlement Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Befuddlement","data-description":"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\nOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\nOn a successful save, the target takes half as much damage only.","Level":8,"Casting Time":"Action","Duration":"Instantaneous","Range":"150 feet","Components":"V S M","Material":"a key ring with no keys","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"Save":"Intelligence","Damage":"10d12","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Beguile","description":"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, they must succeed on an additional Wisdom saving throw to realize they were charmed by you. At Higher Ranks. When you use this power at rank 2 or higher, you can target one additional creature for each rank above 1. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Beguiling Bet","description":"You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used. The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Beguiling Bet","description":"2nd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You issue a Challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your Proficiency Bonus if you’re proficient in the skill being used. The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can’t perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Beguiling Gift","description":"You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (Hieroglyph)","Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Beguiling Strands","description":"As you hold your hands with thumbs touching and wriggle your fingers, magical strands shoot forth from your outstretched fingertips. Each creature in a 10-foot cone must make a Wisdom saving throw. A creature takes 1d4 psychic damage and is pushed 5 feet on a failed save. If you are proficient with the Deception skill, you can instead move each creature that failed its saving throw 5 feet. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Benediction","description":"You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Abjuration (Angelic)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Benediction","description":"You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Abjuration (angelic)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Benediction","description":"Abjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Benign Dismemberment","description":"3rd-level necromancy (ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: 1 hour For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part. At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head.","properties":{"Category":"Spells","Level":3,"School":"necromancy (ritual)","Expansion":26275,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bestial Fury","description":"You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bestial Fury","description":"You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bestial Fury","description":"2nd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bestial Roar","description":"Bestial Roar Transmutation cantrip (bard, druid, sorcerer, warlock) Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V Duration: Instantaneous You release a loud, monstrous roar mimicking those of ravenous beasts, causing shockwaves around you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. This spell’s radius increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"transmutation","Expansion":27461,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bestow Blessing","description":"3rd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a holy symbol) Duration: 1 minute You touch a willing creature and infuse it with a divine blessing. When you cast this spell, choose the nature of the blessing from the following options: Choose an ability score. While blessed, the target has advantage on ability checks and saving throws made with that ability score. While blessed, the first attack made against the target each turn is made with disadvantage. While blessed, whenever the target would regain hit points, it regains 1d8 additional hit points. At the DM’s option, you may choose an alternative blessing effect, but it should be no more powerful than those described above. The DM has final say on the blessing’s effect. At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts for 1 week.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bestow Curse","description":"3rd level necromancy Casting Time: 1 action Range: Touch Components: V S Duration: Concentration, up to 1 minute Classes: Bard , Cleric , Wizard You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options. Choose one ability score . While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns . If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration , up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.","properties":{"Category":"Spells","Name":"Bestow Curse","Level":3,"Range":"Touch","School":"Necromancy","Target":"A creature","Classes":"Bard, Cleric, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":3,"data-description":"You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.","Higher Spell Slot Desc":"If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bestow Curse","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the durati⁠on is 8 hours. If you use a spell slot of 7th level or higher, the dura⁠tion is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a durat⁠ion that doesn’t require concentrati⁠on.","properties":{"Category":"Spells","Name":"Bestow Curse","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bestow Curse","description":"Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature , which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage . Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration , and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.","properties":{"Category":"Spells","School":"Necromancy","Name":"Bestow Curse","Level":3,"Casting Time":"Action","Components":"V S","Save":"Intelligence"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bestow Curse","description":"Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Bard, Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Debuff, Necrotic Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Bestow Curse\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Bestow Curse\\\",\\\"description\\\":\\\"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\\\\n-Choose one ability. 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The target has Disadvantage on ability checks and saving throws made with that ability.\\\\n-The target has Disadvantage on attack rolls against you.\\\\n-In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\\\\n-If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Bestow Curse Condition\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Bestow Curse Spell\\\",\\\"description\\\":\\\"Until the curse ends, the target suffers one of the effects listed in the spell description (your choice).\\\"}\"},{\"name\":\"Bestow Curse Damage Effect\",\"parent\":\"Bestow Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bestow Curse Necrotic Damage\\\",\\\"description\\\":\\\"Until the curse ends, if you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d8\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 4\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You can maintain Concentration on it for up to 10 minutes.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 5\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You no longer need Concentration, and the duration becomes 8 hours.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Concentration Level 5\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":false,\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 6\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You no longer need Concentration, and the duration becomes 8 hours.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Concentration Level 6\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":false,\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 7\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You no longer need Concentration, and the duration becomes 24 hours.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Concentration Level 7\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":false,\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 8\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You no longer need Concentration, and the duration becomes 24 hours.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Concentration Level 8\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":false,\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Duration Level 9\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"You no longer need Concentration, and the spell lasts until dispelled.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Bestow Curse Upcasting Concentration Level 9\",\"parent\":\"Bestow Curse\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":false,\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Bestow Curse","data-description":"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n-Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n-The target has Disadvantage on attack rolls against you.\n-In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n-If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.","data-CastNum":2,"Save":"Intelligence"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bestow Malediction","description":"5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a shard of a mirror you broke) Duration: Concentration, up to 1 minute You touch a creature. That creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following options: While cursed, the target has disadvantage on saving throws. While cursed, the target has disadvantage on ability checks and attack rolls. While cursed, all attacks and spells deal an additional 1d8 necrotic damage to the target. If remove curse is cast on the target, the creature that cast remove curse must make an ability check using its spellcasting ability against your spell save DC. If it succeeds, the spell ends. Otherwise, the remove curse fails to end the spell’s curse. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Betraying Bauble","description":"When you cast this spell, you touch a pair of objects. Each object must be small enough to fit in one hand. While holding one of the objects, you can sense the direction to the other object’s location. If the paired object is in motion, you know the direction and relative speed of its movement (walking, running, galloping, or similar). When the two objects are within 30 feet of each other, they vibrate faintly unless they are touching. If you aren’t holding either item and the spell hasn’t ended, you can sense the direction of the closest of the two objects within 1,000 feet of you, and you can sense if it is in motion. If neither object is within 1,000 feet of you, you sense the closest object as soon as you come within 1,000 feet of one of them. If an inch or more of lead blocks a direct path between you and an affected object, you can’t sense that object.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bewilderment","description":"You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bewilderment","description":"Enchantment Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Big Play","description":"You cause a willing creature you touch to grow larger and to have its appendages grow in length. Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength Saving Throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. Additionally, the target’s reach with unarmed strikes and with melee weapon attacks increases by 15 feet and it gains a bonus to Strength (Athletics) checks made to grapple other creatures equal to its proficiency bonus.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"transmutation","Components":"V, S, M","Damage Type":"extra","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bigby's Hand","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (an eggshell and a snakeskin glove) Duration : Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your comma⁠nd, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different com⁠mand. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Stre⁠ngth score. If its Str⁠ength score is higher than the hand’s Str⁠ength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Bigby's Hand","Level":5,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bigby's Hand","description":"Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points , the spell ends. The hand doesn’t occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage . Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw , or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target , remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw , or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target , you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier . Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.","properties":{"Category":"Spells","Level":5,"School":"Evocation","Expansion":32231,"Components":"V S M","Casting Time":"Action","Name":"Bigby's Hand","Damage Type":"Force","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bigby's Hand","description":"Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.","properties":{"Category":"Spells","Level":5,"Range":"120 feet","School":"Evocation","Target":"An unoccupied space that you can see within range","Classes":"Sorcerer, Wizard","Duration":"up to 1 minute","Material":"an eggshell and a glove","Expansion":33335,"data-List":"false","Components":"V S M","filter-Tags":"Inflict Damage, Force Damage, Utility, Dexterity Save, Bludgeoning Damage, Buff","Casting Time":"Action","Spell Attack":"Melee","filter-Level":5,"filter-Range":"Far (more than 60 feet)","Concentration":"Yes","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Bigby's Hand\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Bigby's Hand\\\",\\\"description\\\":\\\"You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\\\\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\\\\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\\\\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\\\\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\\\\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\\\\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"an eggshell and a glove\\\"}}\"},{\"name\":\"Bigby's Hand Condition\",\"parent\":\"Bigby's Hand\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Bigby's Hand Spell\\\",\\\"description\\\":\\\"The Bigby's Hand spell is active.\\\"}\"},{\"name\":\"Bigby's Hand Bonus Action\",\"parent\":\"Bigby's Hand Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Bigby's Hand Action\\\",\\\"description\\\":\\\"As a bonus action you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist; Forceful Hand; Grasping Hand; or Interposing Hand.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Bigby's Clenched Fist Attack\",\"parent\":\"Bigby's Hand\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Bigby's Clenched Fist Attack\\\",\\\"description\\\":\\\"The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Bigby's Clenched Damage\",\"parent\":\"Bigby's Clenched Fist Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Bigby's Clenched Fist Upcast Damage\",\"parent\":\"Bigby's Clenched Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Bigby's Forceful Hand Attack\",\"parent\":\"Bigby's Hand\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Bigby's Forceful Hand Attack\\\",\\\"description\\\":\\\"The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier.\\\"}}\"},{\"name\":\"Bigby's Grasping Hand Attack\",\"parent\":\"Bigby's Hand\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Bigby's Grasping Hand Attack\\\",\\\"description\\\":\\\"The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Target has the Grappled condition, with an escape DC equal to your spell save DC.\\\"}}\"},{\"name\":\"Bigby's Grasping Hand Crush Attack\",\"parent\":\"Bigby's Hand\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Crush with Bigby's Grasping Hand\\\",\\\"autoHit\\\":true,\\\"onHitDisplay\\\":\\\"While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it.\\\",\\\"description\\\":\\\"While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Bigby's Grasping Hand Crush Damage\",\"parent\":\"Bigby's Grasping Hand Crush Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Bigby's Grasping Hand Upcast Damage\",\"parent\":\"Bigby's Grasping Hand Crush Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.","Name":"Bigby's Hand","data-description":"You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.","data-CastNum":2,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"5d8","Damage Type":"Force","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Billowing Strike","description":"2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the target takes an extra 2d8 bludgeoning damage as a powerful gust slams into it. It must succeed on a Strength saving throw or be pushed 15 feet straight away from you and be knocked prone. A Large or larger creature has advantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd, the damage increases by 1d8 (to a maximum of 5d8) and a target that fails the save is pushed 5 feet further away from you (to a maximum of 30 feet).","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V","Damage Type":"bludgeoning","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bind Familiar","description":"6th-level transmutation (ritual) Casting Time: 24 hours Range: 10 feet Components: V, S, M (100 gp worth of charcoal, incense, and herbs, as well as 1 liter of fresh blood from both you and the target, all of which must be consumed by fire in a brass brazier) Duration: Instantaneous You perform a ritual on a willing creature within range, binding your magic to its essence. The creature must remain within range for the duration of the ritual. Once the ritual ends, the creature becomes your familiar. You can’t have more than one familiar at a time, such as from the find familiar spell or similar magic. If the familiar dies, or if you cast a spell that creates a new familiar while you already have a familiar from this spell, your connection to the familiar is broken, and it is no longer your familiar. While your familiar is within 100 feet of you, you can communicate to each other telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind to your own senses. When you cast a spell with a range of Self or Touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires concentration, and the familiar is willing, you can choose to have the familiar maintain concentration on the spell. Finally, you can use a bonus action and expend a spell slot to restore hit points to your familiar. Roll a number of d6 equal to the level of the expended spell slot. Add your spellcasting ability modifier to each roll, and then the familiar regains a number of hit points equal to the total result.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"24 hours"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bind or Banish Astirax","description":"3rd-level divination Can be cast by clerics, druids, and paladins Casting Time: 10 minutes Range : 200 feet Components: V, S, M (an obsidian bead for binding, a bracelet made of silver for banishing) Duration: Concentration, up to 10 minutes You can detect any astirax within 200 feet of you, its form appearing as a flickering black shadow that only you can perceive. During your turn, if you are within 10 feet of an astirax, you can use your action to attempt to bind or banish it. The astirax must make a Wisdom saving throw. If it fails and you were attempting to bind it, the astirax must obey your commands for one year and a day. At the end of that year, you may perform this ritual again to keep the astirax bound. If you do, the astirax suffers disadvantage on its Wisdom saving throw. If it fails and you were attempting to banish it, the astirax takes 4d12 radiant damage. If it is currently possessing an animal, it has advantage on its Wisdom saving throw. If you fail to bind an astirax three times in a 24-hour period, the astirax can no longer be bound by you for one year and a day.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"200 feet"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Bind Step","description":"You increase the gravity field around a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target’s movement is reduced by 10 feet and their jumping distance is halved. In addition, their flying speed (if any) is reduced to 0. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the effect ends.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bind the Shadow","description":"Tier 3 earth pu rification Casting Time: 1 minute Base Favor Cost: 2 Range: 10 feet Components (Required): V, S, M (A spiritually sanctified vessel such as a prepared ritual circle which requires a DC 20 Religion check, 1 hour of focused work, and 5 gp of materials to create, or an innately suitable vessel like an ancient tree, an object connected to the creature’s past, or something else the GM deems to be appropriate) Resonances: You can see the sun from your current location (1 bonus favor), you are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: 1 hour Effects: Using words of power, you attempt to seal an elemental, fiend, or undead creature in range inside of a prepared vessel within 5 feet of you. The creature must make a Wisdom saving throw with advantage. If it is incapacitated, it makes this saving throw with disadvantage instead. On failure, it gains 1 level of exhaustion. If this would kill the creature, it instead becomes sealed within the vessel for the duration of the invocation. Once it is sealed within the vessel, the vessel cannot house any other creatures. While sealed within the vessel, a creature cannot take any action, affect, or be affected by other creatures or the environment outside. It is aware of the passage of time but does not age, and can communicate telepathically with any creature that touches the vessel. A character outside of the vessel can attempt to break the binding by making an Intelligence (Arcana or Religion) check with DC equal to your invocation save DC at the time you bind the creature. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1 favor: You put the creature into a sleep of ages. While sealed, it slumbers, and cannot consciously communicate. However, anyone who touches the vessel can perceive its dreams, at the GM’s discretion. 1 favor: You strengthen the binding. It lasts for 10 hours. 1+ favor: You weave complex ciphers into your invocation, increasing the DC of the saving throw the creature must make to resist being sealed and the DC of any check by a creature outside the vessel to break it free by 3 per favor spent this way. 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: If the creature fails its saving throw, it gains 1 additional level of exhaustion per favor spent this way. 3 favor: You seal the binding with the unyielding essence of earth. If the creature is bound, the binding lasts for 100 years. 5 favor: You crystalize the binding with the greatest words of power possible. If the creature is bound, the binding lasts for 1,000 years.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"earth purification","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Binding Oath","description":"You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can’t be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Binding Oath","description":"You seal an agreement between two or more willing creatures with an oath in the name of Tyr, using ritual blessings and toasts of the symbel, during which both the oath and the consequences are clearly set out. If any of the sworn break this solemn vow, they are struck by a curse. The caster can choose either an effect appropriate for bestow curse or another penalty, subject to the GM’s approval. Binding oath can't be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. When the oath is broken or the effect removed from one of the participants, all targets are immediately aware that this has occurred, but no other details. Depending on the nature of the oath, this may or may not invalidate the oath for the other targets. If so, the spell ends for all other affected creatures, but curse effects already bestowed remain until dispelled.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (Ritual; Rune)","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Binding Oath","description":"4th-Level Necromancy Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Until dispelled You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can’t be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Biohazard","description":"You coat a 15-foot-wide cube with toxic sludge for the spell's duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breathe. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"120 ft (15 ft □)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Biomass Mutation","description":"You cause a creature you can see within range to grow massively. The target’s size triples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories—from Medium to Huge, for example. If there isn’t enough room for the target to triple its size, the creature attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks, Strength saving throws, and Constitution saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d8 extra damage and their reach is increased by 5 feet.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"transmutation","Components":"V, S, M","Damage Type":"extra","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bishop's Deviation","description":"Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this power. Until the effect ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Biting Armor","description":"Conjuration cantrip Casting time: 1 action Range: 60 feet Components: s Duration: instantaneous You channel the never-ending hunger of a god of gluttony into one piece of nonmagical clothing or armor you can see within range, causing a fanged mouth to temporarily appear on it and bite its wearer. A creature in physical contact with the clothing or armor must succeed on a dexterity saving throw or take 1d6 piercing damage and have disadvantage on the next ability check or weapon attack roll it makes before the end of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"conjuration","Components":"S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Biting Arrow","description":"As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range. If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends. The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).","properties":{"Category":"Spells","Level":0,"School":"Evocation (winter)","Expansion":5764,"Components":"V, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Biting Arrow","description":"Evocation Cantrip Casting Time: 1 action Range: Self Components: V, M (an arrow or a thrown weapon) Duration: 1 round As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range. If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends. The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Biting Steel","description":"Tier 1 fire au gmentation Casting Time: 1 action Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are at a famous historical battlefield (1 bonus favor), you are wielding one or more awakened weapons (1 bonus favor), you can see the sun from your current location (1 bonus favor) Duration: 1 minute Effects: You imbue a weapon in range with flame’s passion and force. For the duration of the invocation, it becomes a magic weapon if it was not already. When a character makes an attack with it, they can choose to have it deal fire damage instead of its usual damage type. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You transform the weapon into a glowing brand. It inflicts a critical strike on a roll of 19 or 20. 1+ favor: You increase the range of this invocation by +10 feet per favor spent this way. 1+ favor: You imbue one additional weapon in range per favor spent this way. 2+ favor: You infuse the weapon with the heat of embers. It deals an additional 1d4 fire damage per 2 favor spent this way. 3+ favor: You infuse the weapon with the searing energy of a bonfire. Increase the additional fire damage it deals by 1d8 per 3 favor spent this way.","properties":{"Category":"Spells","Level":1,"School":"fire augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Bitter Chains","description":"The spiked ring in your hand multiplies itself into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Ring)","Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Bitter Chains","description":"The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (ring)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bitter Chains","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a spiked metal ring) Duration: 1 minute The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half Speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bitter Wind","description":"Freezing wind, forming a line 120 feet long and 20 feet wide, blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 30 feet away from you in a direction following the line. Creatures that fail the saving throw also take 1d12 cold damage and are knocked prone. If cast during cold weather or in dark or shadowy conditions, the saving throw is made with disadvantage. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. The bitter wind disperses gas or vapor, and it extinguishes candles, torches, lanterns, and similar flames in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the saving throw is made with disadvantage, and the damage increases by 1d12 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (120 ○)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bitter Wind","description":"3rd-level evocation Casting time: 1 action Range: self (120-foot line) Components: v, s, m (a birch wood fan) Duration: concentration, up to 1 minute Freezing wind, forming a line 120 feet long and 20 feet wide, blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 30 feet away from you in a direction following the line. Creatures that fail the saving throw also take 1d12 cold damage and are knocked prone. If cast during cold weather or in dark or shadowy conditions, the saving throw is made with disadvantage. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. The bitter wind disperses gas or vapor, and it extinguishes candles, torches, lanterns, and similar flames in the area. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the saving throw is made with disadvantage, and the damage increases by 1d12 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Black Goat's Blessing","description":"You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the AllMother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.","properties":{"Category":"Spells","Level":0,"School":"Enchantment (mythos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Goat's Blessing","description":"Enchantment Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.","properties":{"Category":"Spells","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Black Hand","description":"You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Hand","description":"You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (Illumination)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Black Hand","description":"4th-level necromancy Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute You gather the powers of darkness into your fist and fling dark, paralyzing flame. Make a ranged spell attack against a target you can see within 30 feet of you. On a successful hit, you have advantage on attack rolls against the target and the target has disadvantage on attack rolls, constitution-based ability checks, and constitution saving throws for the duration of the spell. At the end of each of its turns, an affected target can make another constitution saving throw. On a success, the spell ends on the target.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Black Hat","description":"You’re able to quickly analyze electronic data and transmissions within a computer system. You gain advantage on all Intelligence checks made using a hacker’s kit to break data encryption or security within an unfamiliar system. This power also allows you to hack into and break through rank 2 and lower warding talents such as magnetic seal or programmed trigger by making an Intelligence check using a hacker’s kit against the owner’s channeling or forging save DC. At Higher Ranks. When you use this power at rank 3 or higher, you can hack into the effects of talents or techniques used to ward electrical systems such as system lock . The target power’s rank must be equal to or lower than the rank at which you choose to activate this power.","properties":{"Category":"Spells","Level":2,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Black Hole","description":"You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole—magical or otherwise—are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole. A creature that’s within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.","properties":{"Category":"Spells","Level":9,"School":"Conjuration (apocalypse)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Hole","description":"9th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 1 minute You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole—magical or otherwise—are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole. A creature that’s within 5 feet of the black hole at the start of its turn must make a successful strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Black Ribbons","description":"You pull pieces of the Shadow Realm into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the shadow ribbons until the end of its next turn unless it makes a successful Dexterity saving throw. Once a creature makes this saving throw successfully, it can't be restrained again by these black ribbons, but it's still affected by the difficult terrain.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration (Shadow)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Black Ribbons","description":"You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Ribbons","description":"1st-level conjuration Casting time: 1 action Range: 40 feet Components: v, s, m (a piece of ribbon) Duration: concentration, up to 1 minute Centered on a point you can see within range, you pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Black Sunshine","description":"You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow. The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"Illusion","Expansion":5764,"Components":"V, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Sunshine","description":"8th-Level Illusion Casting Time: 1 action Range: Self (60-foot radius) Components: V, M (a discolored pearl, which the spell consumes) Duration: Concentration, up to 1 minute You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they’re within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow. The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"illusion","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Black Swan Storm","description":"You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Swan Storm","description":"You call forth a whirlwind of black feathers that fills a cube 5 feet on each side. The feathers deal 2d8 force damage to creatures inside the cube's area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, from dim light to darkness). Creatures that make a successful Dexterity saving throw suffer only half damage but are still affected by the change in light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers do an additional 1d8 force damage for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, then you can move the whirlwind up to 15 feet by using a bonus action on your turn. If the whirlwind moves more than 30 feet from you, the spell ends.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (High Elven)","Components":"V S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Black Swan Storm","description":"2nd-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a feather from a black swan) Duration: Concentration, up to 1 minute You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Black Tentacles","description":"4th level conjuration Casting Time: 1 action Range: 90 feet Components: V S M (A piece of tentacle from a giant octopus or a giant squid) Duration: Concentration, up to 1 minute Classes: Wizard Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration , these tentacles turn the ground in the area into difficult terrain . When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.","properties":{"Category":"Spells","Name":"Black Tentacles","Save":"Dexterity","Level":4,"Range":"90 feet","Damage":"3d6","School":"Conjuration","Target":"A 20-foot square on ground that you can see within range","Classes":"Wizard","Duration":"Up to 1 minute","Material":"A piece of tentacle from a giant octopus or a giant squid","data-List":"false","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":3,"data-description":"Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.<br />When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.<br />A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Black Well","description":"You summon a seething sphere of dark energy 5 feet in diameter. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well's upper-dimensional space at one time. When the well's duration ends, all creatures inside it tumble out in a heap, landing prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Necromancy (Illumination)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Black Well","description":"You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Necromancy (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Well","description":"6th-level necromancy Casting time: 1 action Range: 300 feet Components: v, s Duration: concentration, up to 1 minute You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine medium creatures, three large creatures, or one huge creature can be inside the well’s other-dimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.","properties":{"Category":"Spells","Save":"Strength","Level":6,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blackfire","description":"8th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (ash of a victim burned by fire) Duration: Concentration, up to 1 minute You engulf a creature you can see, within range, with an aura of black fire. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, its Constitution score is temporarily reduced by 1d4 + 1 . If its Constitution score drops to 0 before the spell ends, the target dies instantly. Any reduction in the target’s Constitution score is reversed after the target takes a long rest. The spell ends if the target makes three successful saving throws.","properties":{"Category":"Spells","Level":8,"School":"Necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Blackmantle","description":"5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a tiny or small mummified beast) Duration: Concentration, up to 1 minute You create a shimmering aura around up to three creatures you can see within range. The targets must succeed on a Constitution saving throw or become unable to regain hit points until the spell ends.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Blade Barrier","description":"6th-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S Duration : Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.","properties":{"Category":"Spells","Name":"Blade Barrier","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blade Barrier","description":"6th level evocation Casting Time: 1 action Range: 90 feet Components: V S Duration: Concentration, up to 10 minutes Classes: Cleric You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration . You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain . When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw . On a failed save, the creature takes 6d10 slashing damage . On a successful save, the creature takes half as much damage.","properties":{"Category":"Spells","Name":"Blade Barrier","Level":6,"Range":"90 feet","School":"Evocation","Target":"An area within range","Classes":"Cleric","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":5,"data-description":"You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.<br />When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blade Barrier","description":"You create a vertical wall of whirling, razor-sharp blades made of forge enhanced steel. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blade Barrier","description":"Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover , and its space is Difficult Terrain . Any creature in the wall’s space makes a Dexterity saving throw , taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.","properties":{"Category":"Spells","School":"Evocation","Name":"Blade Barrier","Level":6,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Force","data-RangeAoe":"90 ft (100 feet long, 20 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blade Barrier","description":"Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Force Damage","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Blade Barrier\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Blade Barrier\\\",\\\"description\\\":\\\"You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. 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A creature makes that save only once per turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 6d10 Force damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"100 feet long, 20 feet high*\\\"}}\"},{\"name\":\"Blade Barrier Damage\",\"parent\":\"Blade Barrier Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":6,\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Blade Barrier","data-description":"You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"90 feet","Components":"V S","data-CastNum":2,"data-RangeNum":90,"Save":"Dexterity","Damage":"6d10","Damage Type":"Force","data-RangeAoe":"90 ft (100 feet long, 20 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blade of Blood and Bone","description":"When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Blade of Blood and Bone","description":"1st-level necromancy Casting time: 1 action Range: self Components: v, s, m (a dagger or short sword) Duration: 24 hours When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component temporarily disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears. At higher levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of Disaster","description":"9th-Level Conjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force .","properties":{"Category":"Spells","Level":9,"School":"conjuration","Expansion":8257,"Components":"V, S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Blade of Disaster","description":"9th-Level Conjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Expansion":6331,"Components":"V, S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Blade of Disaster","description":"You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force .","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Blade of My Brother","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (melee weapon owned by a dead ally of the target) Duration: Concentration, up to 4 rounds You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends, and it falls to the ground.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blade Of My Brother","description":"You touch a melee weapon that was used by an ally who's now dead, and it animates and flies into combat. The weapon leaps into the air and flies to another ally (chosen by you and within 15 feet of you), where it enters that ally's space and never leaves their side as they move. If the weapon is forced to move more than 5 feet from the chosen ally, the spell ends. Its attack modifier equals your spellcasting level + the weapon's inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds, at which point it falls to the ground.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Blade Of My Brother","description":"You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blade of the Elements","description":"Tier 1 any element summoning Casting Time: 1 action Base Favor Cost: 0 Range: Self Components (Required): V, S Offerings (Optional): A gemstone chip (1 bonus favor) Resonances: You are at a famous historical battlefield (1 bonus favor), you are at a blacksmith’s forge (1 bonus favor) Duration: 1 minute, or until the end of any turn in which the weapon leaves your hand Effects: You extend your hand and a weapon of elemental energy forms in your hand. A weapon of earth juts up from the ground, while a weapon of flame seethes into existence with a crackle of ignition. A weapon of wind swirls into your hand, and a weapon of water coalesces from the moisture in the air around you. You create and ready a simple melee or ranged weapon of your choice made of the element you used to perform this invocation. It persists for the duration of the invocation. Its damage is considered magical for overcoming resistances and immunities, and its type is based on the element used: Ai r: Thunder Earth: Bludgeoning Fire: Fire W ater: Cold At the end of its duration, the weapon crumbles, extinguishes, dissipates, or evaporates. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1 favor: The weapon persists even if it leaves your hand, and can be wielded by others. You can voluntarily end its duration by spending your reaction or a bonus action on your turn. 1 favor: You create a martial weapon instead of a simple weapon. 1 favor: You create two identical weapons instead of one weapon. These must be weapons with the light or paired property. 1 favor: You summon a shifting weapon. On your turn as a bonus action, you can change the weapon to any type of weapon you could have summoned with the invocation and its empowerments, or change the weapon’s damage type to any damage type you could have selected. 1 favor: You summon a different aspect of the element on which you call. The weapon’s damage type changes as follows: Air: Force Eart h: Radiant Fire: Lightning W ater: Acid 1+ favor: You cause the weapon to seek the foe of its own volition. When making an attack roll with it, add an additional +1 to hit for every favor spent this way. 3 favor: When the weapon’s duration ends or it is otherwise destroyed, instead of harmlessly vanishing, it explodes in a torrent of elemental power. Each creature within 5 feet of it must make a Dexterity saving throw. On failure, it suffers 2d8 damage of the weapon’s damage type.","properties":{"Category":"Spells","Level":1,"School":"any element summoning","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Blade of Wrath","description":"3rd-Level Evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (a rebuke of evil, written in Celestial) Duration: Concentration, up to 10 minutes You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blade Of Wrath","description":"You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Evocation (Angelic)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Blade Of Wrath","description":"You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Evocation (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blade Ward","description":"Abjuration Cantrip Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.","properties":{"Category":"Spells","Name":"Blade Ward","Level":0,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blade Ward","description":"Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll .","properties":{"Category":"Spells","School":"Abjuration","Name":"Blade Ward","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blades of Astral Fire","description":"Blades wreathed in astral flame appear in a 15-foot radius centered on a point you choose within range. When a creature of your choice enters the spell’s area for the first time on a turn or starts its turn there, it is assaulted by the blades of astral fire, and it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and 2d6 slashing damage. On a successful save, the creature takes half as much damage. Allied creatures in the spell’s area are considered to have half cover and the area provides half-cover to creatures behind it. As a bonus action on your turn, you can move the area of this spell up to 60 feet. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by2d6 radiant for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blast Point","description":"You extend your hand toward a creature you can see within range and cause an explosive blast of flame to erupt at the target’s location. The creature must succeed on a Constitution saving throw or take 1d12 fire damage. This power’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Elemental","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blaze","description":"Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes 1d8 fire damage. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Blazing Blade","description":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon that deals an additional 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus fire damage increases to 2d6. When you use a spell slot of 6th level or higher, the bonus fire damage increases to 3d6.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":32309,"Components":"V, S, M","Damage Type":"fire","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blazing Brand","description":"The blade of the sword you are holding erupts in fire. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon deals fire damage instead of its normal damage type. A flammable object hit by the sword ignites if it isn’t being worn or carried. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blazing Chariot","description":"Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-footsquare space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet. On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Conjuration (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blazing Chariot","description":"Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature who touches the chariot or hits it or a creature riding in it with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot is AC 18, has 50 hit points, is immune to fire, poison, psychic, and radiant damage, and is resistant to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it's reduced to 0 hit points, and any creature riding it falls. The chariot has a speed of 50 feet and a fly speed of 40 feet. On your turn, you can guide the chariot in place of your own movement. You can direct it to Dash, Disengage, or Dodge by using your bonus action. As an action, you can cause the chariot to overrun creatures in its path. For the remainder of the turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it touched the chariot and must make a successful Strength saving throw or be knocked prone.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (Angelic)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Blazing Chariot","description":"5th-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small golden wheel worth 250 gp) Duration: 1 hour Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot‑square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a Speed of 50 feet and a flying Speed of 40 feet. On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bleating Call","description":"You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bleating Call","description":"You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bleating Call","description":"2nd-Level Enchantment Casting Time: 1 action Range: 90 feet Components: S, M (a bit of fur or hair from a young beast or humanoid) Duration: 1 minute You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bleed","description":"Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage). Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bleed","description":"Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a target with the weapon, the weapon deals an extra 1d4 necrotic damage and the target must succeed on a Constitution saving throw. On a failed save, the target suffers a bleeding wound. Each time you hit a target with this weapon while the target suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the target with this weapon (to a maximum of 10 necrotic damage). Any creature can take an action to stanch the bleeding wound with a successful Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bleed","description":"1st-Level Necromancy Casting Time: 1 bonus action Range: Self Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage). Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bleeding Frenzy","description":"You focus on a creature you can see within range and attempt to force the arcane essence in its blood to expand, rupturing minor blood vessels and increase blood pressure. The target must make a successful Constitution saving throw vs your spell save DC otherwise it takes an immediate 8d6 damage to the targets HP, this cannot be negated by resistances or immunities. If the save is successful, the target takes half damage. At the start of each an affected creatures turns for the duration of this spell, it takes 8d6 damage to its hit points as more blood vessels burst. Additionally, the pain and pressure now felt all over within the target causes the target to swing and attack in a wild frenzy around itself, attacking all creatures within melee range for the duration of this spell. At the start of the creatures second turn being affected by this spell, more vessels rupture including those in the target’s eyes, causing the target to become blinded and blood soaked. An effected creature can make a new Constitution saving throw at the end of each of its turns to end this spell. This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"enchantment","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"60 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Bleeding Weapon","description":"You touch a non-magical weapon and soak it with fresh blood and magical energy. Until the spell ends, that weapon becomes imbued with blood magic causing it to deal an extra 2d6 Necrotic damage and gain a +1 bonus to attack rolls and damage rolls. If the blood comes directly from you instead of a vial, the cost of this spell is 3d4 HP. This spell can be used on Sanguine Weapon. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3, and the extra damage becomes 4d6.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 Bonus Action","data-RangeAoe":"Touch"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Bleeding Wound","description":"2nd-level necromancy Casting Time : 1 action Range : 60 feet Components : V, S, M (a small vial of blood) Duration : Concentration, up to 1 minute Classes : Cleric, Sorcerer, Warlock, Wizard You draw upon the dark powers of necromancy to curse a target’s blood. Choose a creature within range that you can see. The target must make a Constitution saving throw if it can bleed. On a failed save, the curse takes hold and the target suffers no immediate damage. However, if the target creature takes bludgeoning, slashing, or piercing damage from any source while the spell is active, it suffers 1d6 damage at the end of each of its turns for the duration of the spell or until it regains all of its lost hit points. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the additional damage increases by 1d6 for each level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Bless","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (a sprinkling of holy water) Duration : Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Bless","Level":1,"School":"Enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bless","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (a sprinkling of holy water) Duration : Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Bless","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bless","description":"1st level enchantment Casting Time: 1 action Range: 30 feet Components: V S M (A sprinkling of holy water) Duration: Concentration, up to 1 minute Classes: Cleric , Paladin You bless up to three creatures of your choice within range . Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Bless","Level":1,"Range":"30 feet","School":"Enchantment","Target":"Up to three creatures of your choice within range","Classes":"Cleric, Paladin","Duration":"Up to 1 minute","Material":"A sprinkling of holy water","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bless","description":"1st-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":17254,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Bless","description":"Level 1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save . Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Bless","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bless","description":"Level 1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Bless\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Bless\\\",\\\"description\\\":\\\"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a Holy Symbol worth 5+ GP\\\"}}\"},{\"name\":\"Bless Effect\",\"parent\":\"Bless\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bless\\\",\\\"description\\\":\\\"Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Saving Throw\\\"],\\\"diceValue\\\":\\\"1d4\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Bless","data-description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a Holy Symbol worth 5+ GP","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-CastNum":2,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bless the Dead","description":"Abjuration Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can’t become undead. The spell has no effect on living creatures or the undead.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bless The Dead","description":"You grant a blessing to one deceased creature, allowing it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on either the living or the undead.","properties":{"Category":"Spells","Level":0,"School":"Abjuration (Hieroglyph)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Bless The Dead","description":"You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can’t become undead. The spell has no effect on living creatures or the undead.","properties":{"Category":"Spells","Level":0,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blessed Halo","description":"A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see. Additionally, you have advantage on Charisma checks made against good creatures within 20 feet. If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.","properties":{"Category":"Spells","Level":2,"School":"Evocation (angelic)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blessed Halo","description":"A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell’s bright light that you can see. Additionally, you have advantage on Charisma checks made against good creatures within the blessed halo's light. If any of this spell’s area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.","properties":{"Category":"Spells","Level":2,"School":"Evocation (Angelic)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Blessed Halo","description":"2nd-Level Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of Hit Points to one creature within 20 feet that you can see. Additionally, you have advantage on Charisma checks made against good creatures within 20 feet. If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blessed Rest","description":"You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll. If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest. Once the target has taken one rest (long or short), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blessed Rest","description":"2nd-Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (a sprinkling of holy water) Duration: 8 hours You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining Hit Points and take the higher roll. If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest. Once the target has taken one rest (long or short), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blessed Wind","description":"You send forth a wind of healing energy into one creature you touch. The creature regains all hit points, loses all levels of exhaustion, is cured of all diseases and conditions, and all negative spell effects on the creature end. Additionally, the creature is considered to have completed a short rest.","properties":{"Category":"Spells","Level":9,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blessing of DexMya","description":"Choose up to six creatures within range that can hear you and utter the words of DexMya’s blessing. For the duration of the spell, each affected creature gains 8 temporary hit points and has advantage on all saving throws. At Higher Levels . When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Blight","description":"4th-Level Necromancy Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Blight","Save":"Constitution","Level":4,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blight","description":"4th level necromancy Casting Time: 1 action Range: 30 feet Components: V S Duration: Instantaneous Classes: Druid , Sorcerer , Warlock , Wizard Necromantic energy washes over a creature of your choice that you can see within range , draining moisture and vitality from it. The target must make a Constitution saving throw . The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs . If you target a plant creature or a magical plant, it makes the saving throw with disadvantage , and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Blight","Save":"Constitution","Level":4,"Range":"30 feet","Damage":"8d8","School":"Necromancy","Target":"A creature of your choice that you can see within range","Classes":"Druid, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":0,"data-description":"Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","Higher Spell Slot Dice":1,"data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blight","description":"Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw , taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save . Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Necromancy","Name":"Blight","Level":4,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blight","description":"Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Druid, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Blight\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Blight\\\",\\\"description\\\":\\\"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\\\\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Blight Attack\",\"parent\":\"Blight\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Blight\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Take 8d8 Necrotic damage. A Plant creature automatically fails the save.\\\",\\\"onSucceed\\\":\\\"Half as much damage. \\\"}}\"},{\"name\":\"Blight Damage\",\"parent\":\"Blight Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Blight Damage Upcast\",\"parent\":\"Blight Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":5,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Blight","data-description":"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\nAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.","Level":4,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30,"Save":"Constitution","Damage":"8d8","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blind Ambush","description":"Blind Ambush 2nd-level conjuration (bard, druid, ranger, warlock) Casting Time: 1 action Range: 60 feet (10-foot square) Components: V, S, M (a whistle) Duration: 1 minute You blow on a whistle, releasing an inaudible sound. Choose a point on the ground within range. The first time a creature moves while within a 10-foot square centered on that point before the spell ends, an eldritch maw immediately erupts from beneath the ground, dealing 2d10 piercing damage to each creature within the square and knocking them prone. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. If you use a spell slot of 5th level or higher, the spell can trigger a second time before it ends.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 ft (10 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Blinding Flare","description":"You launch a burst of bright light either at a target as an attack or into the sky as a signal. If used as an attack, make a ranged spell attack targeting one creature within range. On a hit, the creature takes 1d4 radiant damage and must roll a d4 and subtract the number rolled from its next attack roll made before the end of your next turn. If you use this spell to create a sky signal, the spell’s range is doubled and it detonates a visible burst of light in the sky that can be seen from up to 1 mile around. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blinding Pain","description":"You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this spell, in addition to its regular effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blinding Pain","description":"1st-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (an ice pick) Duration: 1 minute You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this spell, in addition to its regular effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blinding Radiance","description":"Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet . Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw . On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Expansion":23695,"Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Blinding Radiance","description":"4th-level evocation Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V, S, M (a strip of magnesium) Duration: Concentration, up to 1 minute Class: Cleric, Paladin, Sorcerer, Warlock Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet . Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw . On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn’t blinded. At Higher Levels . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Blinding Smite","description":"3rd-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the atta⁠ck deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Cons⁠titution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer bli⁠nded.","properties":{"Category":"Spells","Name":"Blinding Smite","Save":"Constitution","Level":3,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Radiant","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blinding Smite","description":"Level 3 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: 1 minute The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw , ending the spell on itself on a success. Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Evocation","Name":"Blinding Smite","Level":3,"Casting Time":"Bonus Action","Components":"V","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blinding Strike","description":"The next time you hit a creature with a weapon attack during the duration, your weapon bursts with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the effect ends. A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blindness Deafness","description":"2nd-Level Necromancy Casting Time : 1 action Rang e: 30 feet Components: V Duration : 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Blindness/Deafness","Level":2,"School":"Necromancy","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blindness Deafness","description":"You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw . If it fails, the target is either blinded or deafened (your choice) for the duration . At the end of each of its turns , the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"Range":"30 ft","School":"Necromancy","Source":"5th Edition SRD","Classes":"Bard, Cleric, Sorcerer, Wizard","Duration":"1 minute","Expansion":34047,"data-List":"false","Components":"V ","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":4,"data-description":"You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.<br /><br />At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","data-RangeAoe":"30 ft"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blindness Deafness","description":"Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw , or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save , ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Expansion":32231,"Name":"Blindness Deafness","Level":2,"Casting Time":"Action","Components":"V","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blindness Deafness","description":"Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Cleric, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Constitution Save, Blinded, Deafened","Spell Attack":"None","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Blindness Deafness\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Blindness/Deafness\\\",\\\"description\\\":\\\"One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Blindness Deafness Attack\",\"parent\":\"Blindness Deafness\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Blindess/Deafness\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Blinded or Deafened condition (your choice).\\\",\\\"onSucceed\\\":\\\"The target ends the spell on itself.\\\"}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Blindness Deafness","data-description":"One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","Level":2,"Casting Time":"Action","Duration":"1 minute","Range":"120 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","data-CastNum":2,"data-DurationNum":4,"data-RangeNum":120,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blindness-Deafness","description":"You can blind or deafen an enemy. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional creature for each rank above 2.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blindness/Deafness","description":"","properties":{"Category":"Spells","Save":"Constitution","Expansion":27051},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blink","description":"3rd level transmutation Casting Time: 1 action Range: Self Components: V S Duration: 1 minute Classes: Sorcerer , Wizard Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action . While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.","properties":{"Category":"Spells","Name":"Blink","Level":3,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Artificer, Sorcerer, Wizard","Duration":"1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":4,"data-description":"Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.<br />While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blink","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vani⁠sh from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.","properties":{"Category":"Spells","Name":"Blink","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blink","description":"Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.","properties":{"Category":"Spells","School":"Transmutation","Name":"Blink","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blink","description":"Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Blink\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Blink\\\",\\\"description\\\":\\\"Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\\\\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Blink Generic Roll\",\"parent\":\"Blink\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"_label\\\":\\\"Blink\\\",\\\"rollString\\\":\\\"1d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Blink","data-description":"Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\nYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.","Level":3,"Casting Time":"Action","Duration":"1 minute","Range":"Self","Components":"V S","data-CastNum":2,"data-DurationNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blizzard","description":"A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Conjuration (Rune)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Blizzard","description":"A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blizzard","description":"7th-Level Conjuration Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blockbuster","description":"A 5-foot-diameter sphere of compacted fire and force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 1d6 fire and 1d6 force damage on a failed save, or half as much damage on a successful one. This damage can also be applied to objects that are not being worn or carried of your choice within 5 feet of the sphere and is maximized against such objects. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature or object, it must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. An object that is not being worn or carried automatically fails this save. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can detonate the sphere as an action at any point during the spell’s duration. All creatures and objects that are not being worn or carried within a 20-foot radius of the sphere when it detonates takes 4d6 fire and 4d6 force damage. This destroys the sphere, ending the spell. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the sphere and the detonation increases by 1d6 fire and 1d6 force for each level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Blood and Steel","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well. Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency. At Higher Levels. When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood and Steel","description":"When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. Then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm can be affected by this spell. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “attack the ghouls,” “block the bridge,” or “fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but this requires you to use your own reaction as well. Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency. At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood And Steel","description":"When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well. Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency. At Higher Levels. When you cast this spell using a 5thlevel spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Armor","description":"When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.","properties":{"Category":"Spells","Level":3,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Armor","description":"3rd-Level Necromancy Casting Time: 1 bonus action Range: Self Components: V, S (you must have just struck a foe with a melee weapon) Duration: 1 hour When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Armor","description":"When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; targets that don’t bleed don’t satisfy the requirement for blood armor. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you armor class 18 + your Dexterity modifier for the spell’s duration. Blood armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was celestial, blood armor also grants you advantage on Charisma saving throws.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood Aureola","description":"","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Berry","description":"Siphoning blood from a donor, you create ten Blood berries. If the donor is unwilling, they make a Dexterity save vs your spell save DC. The spell fails on a successful save. If the donor is willing or if they fail the save, they lose 10 hp. Ten berries appear in your hand which are infused with blood magic. A creature can use its action to eat one berry. Eating a berry restores 1d4 hit points, and the berry provides enough nourishment to sustain a vampiric creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell, as the blood turns bad. Any creature who eats a bad berry loses 1d4 HP. Creatures without blood cannot be donors for this spell and gain no benefits of eating a blood berry.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"5 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Boil","description":"You extend necrotic power to reach into the blood of creatures within a 15-foot radius of you and channel power into the blood cells directly, causing them to heat up and the creatures’ blood to boil inside. The caster chooses which creatures they target within range. Each creature that the caster targets must make a Constitution saving throw vs your spell save DC. On a failed save, a creature suffers 1d8 necrotic damage & 1d8 Fire damage. On a successful save the target only takes half the damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage (of both types) increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"15-foot radius from self"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Bolt","description":"A bolt of blood is fired at a creature within range. Make a ranged spell attack roll. On a hit, the target suffers 1d12 Necrotic damage. The blood is taken as a toll from the user of this cantrip, causing 1 damage to the caster. The damage dice is increased by 1d12 and the damage taken is increased by 1 at 5th (2d12, 2 damage taken), 11th (3d12, 3 damage taken) and 17th (4d12, 4 damage taken).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Bond","description":"You attempt to create a bond between you and a creature within range. The creature must make a Constitution saving throw vs your spell save DC. If it succeeds, the spell fails. If you have previously taken blood from the target creature through spell or ability, then the creature has disadvantage on its saving throw. If the targeted creature fails its saving throw its blood becomes magically connected to you up to 1 minute, or until either you or the creature dies. If you were already bonded to another creature, then that bond ends. During your turn, you may use your bonus action to deal 1d4 necrotic damage to the bonded creature. This spell has no effect on constructs, undead, and creatures that do not have blood. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Buffing","description":"When extracted via this spell, your blood becomes a dark energy with a variety of uses. When you cast this spell, you take 4d4+4 necrotic damage, and your hit point maximum is reduced by the same amount, this damage cannot be reduced by any means, although the reduction to your hit point maximum is reversed after a long rest. Choose one of the following effects: Haemokenesis. One creature of your choice within range must make a successful Constitution saving throw or it takes 6d10 necrotic damage, and they cannot gain hit points by any means until the end of your next turn. If it succeeds, it takes half damage and can still gain hit points. Resilience. Your base AC becomes 15 + your Dexterity modifier and you gain resistance to non- magical bludgeoning, piercing, and slashing damage. This effect lasts for 1 hour. Vigour. One creature of your choice within range gains 25 hit points, and their hit point maximum increases by 25 for 8 hours. Celerity. One creature of your choice within range immediately takes an action for free. Malediction. A number of creatures up to your spell casting modifier (minimum of 1) of your choice that are within range must make a Constitution saving throw or become blinded, deafened, and frightened of you for 1 minute. Affected creatures can reroll their saving throw at the end of each of their turns. The chosen effect of this spell can be used immediately, or stored within blood if put into a vial. When stored this way, it can last for 7 days before becoming unusable.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Burst","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":5,"School":"evocation","Components":"V, S, M","Damage Type":"blood (necrotic or poison)","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Choke","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Coating","description":"","properties":{"Category":"Spells","Save":"Charisma ","Level":0,"School":"illusion ","Components":"V, S, M","Damage Type":"blood (necrotic or poison)","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Crystal","description":"Focusing on the remains of a creature that died within the past 7 days, a blood mage can use this spell to drain the blood from the corpse from up to 30 feet away. The drained blood flies to the caster forming a crystalline spear that levitates a foot above the caster. This blood crystal spear lasts for 1 day before disintegrating. A blood mage can have a maximum of 5 blood crystal spears above them at any given time. When hurled as a ranged spell attack, the spear splits into 3 smaller fragments that can hit multiple targets, dealing 1d6+3 Necrotic damage and 1d6 Piercing damage per fragment. Different bodies can be drained different numbers of times; however, a tiny body cannot be used for this spell. Small bodies: 1 time. Medium bodies: 2 times. Large bodies: 4 times. Huge bodies: 6 times Gargantuan bodies: 8 times. For the purposes of this spell, a blood crystal spear has the same range as a standard spear. The blood crystal spear cannot be used as a standard spear, if this is attempted, the spear disintegrates. After being used to make a ranged spell attack, the fragments disintegrate a second after impact. This spell has no effects on bodies with no blood.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Curse","description":"You touch a creature's open wound and bestow a curse, temporarily removing their ability to heal. As you expend a number of hit points to cast this spell, the target must succeed on a Wisdom saving throw or become cursed. For the duration of the curse, which is a number of turns equal to quarter the amount of hit points spent, the creature can't regain hit points. Also, whenever the creature attempts to heal or is healed by another creature, they take 5d12 necrotic damage instead and you gain half the amount the creature would have healed in temporary hit points A Remove Curse spell ends this effect. This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"Touch"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Curse","description":"5th-level biomancy* (*can be replaced by divination) Casting Time: 1 minute Range: Touch Components: V, M (a drop of the target creature’s blood, which the spell consumes) Duration: Concentration, up to 8 hours Classes: Cleric, Ranger, Sorcerer, Warlock, Wizard You touch the blood of a creature, attempting to create a trail that leads to the creature from whom it originated. The caster can choose whether only they can see the trail, or if everyone (including the target creature) can see it. The fresher the blood, the more accurate the spell; have the GM roll a d100 on the table below to determine the outcome. Time since blood exuded Mishap Wrong Near On Target < 1 hour — — 01-10 11-100 1 < 8 hours — 01-10 11-25 26-100 8 hours < 24 hours 01-10 11-25 26-50 51-100 24 < 240 hours 01-25 26-50 51-74 75-100 240+ hours 01-50 51-74 75-100 — Mishap. The caster must make a save against the Malediction feature, then the spell ends. Wrong. The trail leads to a different creature. Near. The trail peters out 100 to 1000 feet away from the target creature. On Target. The trail leads to and touches the creature. Malediction. While the spell is active, you are within 90 feet of the target of the spell, and you can see the target, you can try to corrupt its blood as an action. The target must make a Constitution saving throw , taking 8d8 necrotic damage and becoming poisoned for 1 minute on a failure, or taking half as much damage and not being poisoned on a success. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poison on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"divination","Components":"V, M","Damage Type":"necrotic","Casting Time":"1 minute"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Blood Displacement","description":"You can take 3d6 damage to teleport up to 60 feet to an unoccupied space that you can see. If you reappear in a space filled with blood, the damage taken becomes 1d6. A space is considered filled with blood if purposely covered using an item such as a blood vial, or when a creature became blood soaked in that space. An area may also be filled with blood at the DM’s discretion.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Bonus Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Drive","description":"You draw the blood from every creature in a 30- foot cube centred on a point you choose within range. Each creature in that area must make a constitution saving throw. Creatures without blood are unaffected. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. For each enemy killed by this spell, you gain 1d8 hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"40 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Frenzy","description":"Blood Frenzy 2nd-level biomancy* (*can be replaced with enchantment) Casting Time: 1 action Range: Touch Components: V, S, M (a drop of blood that is less than 24 hours old) Duration: Concentration, up to 10 minutes Class: Druid, Ranger, Sorcerer, Tamer, Warlock You touch a willing creature, sharpening its focus with the instincts of a killer. Until the spell ends, the target has advantage on attack rolls it makes against creatures below half of their hit point maximum. In addition, if there is at least one creature that is below half its hit point maximum within 30 feet of the target, and the target considers that creature hostile, the target has disadvantage on attack rolls it makes against creatures above half their hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Gate","description":"You can cut yourself open for half your current hit points rounded up, in doing so, you can use the blood from the wound to create linked teleportation portals that remain open for the duration. A circular portal, 10 feet in radius, opens within the fresh pool of your blood. This portal leads to the last town/city that you stayed in, as long as it is on the same plane of existence as you, if it is not then the spell fails. This portal will place you in the nearest unoccupied space at an entrance to the town/city. The portals appear as swirling glowing rings of blood with a rising red mist, hovering inches from the ground and perpendicular to it at the points you choose. The destination of each ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the non- portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the ring of the portal you can see as a bonus action so that the active side faces in a different direction.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"Special"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Leech","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":3,"School":"conjuration","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Letting","description":"You slit the artery of one willing creature, causing 1d4 slashing damage. Using your knowledge of blood magic, you draw out any Curses, Diseases or Poisons that are currently affecting the creature. In doing so, the target creature takes 1d10 necrotic damage for each curse, disease or poison cured in this way. After the spell ends, the wound seals itself leaving a small scar in its place. If a creature was cured of two or more ailments, then it suffers one point of exhaustion.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Link","description":"","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Lure","description":"You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded. Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment (blood)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Lure","description":"2nd-Level Enchantment Casting Time: 1 action Range: 10 feet Components: V, S, M (a container or pool of blood) Duration: 1 minute You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded. Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Lure","description":"You point at any open liquid (a jar, a bowl, even a puddle) that contains at least a quart of blood. It flashes momentarily with sparkling light before regaining its former hue. Predators and creatures that feed on blood, including undead such as vampires, within 60 feet must make Charisma saving throws. Creatures with Keen Smell or any similar scent boosting ability have disadvantage on the saving throw, while undead that feed on blood have advantage on the saving throw. Those that fail are drawn toward the blood and must move toward it unless impeded. Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the complete consumption of the blood, which requires just 1 action by an affected creature.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood Mistle","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"blood","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Oath","description":"When you cast Blood Oath, you swear to achieve a difficult, task. Typical tasks are to protect someone/something, deliver justice/vengeance, or destroy an item, but others may be taken at the DM's discretion. Once you swear the Blood Oath, you become cursed and gain the following penalties: -1 to any skill check that is not in pursuit of the oath and take 3d10 damage every 12 hours if you make no attempt to satisfy the Blood Oath. You also gain the following bonuses while attempting to satisfy the Blood Oath: +1 to all skills (including passive skill checks) +10 to damage (not to hit) versus any creature that opposes your attempt to satisfy the Blood Oath, i.e., if you swear to kill Bargoth the Orc King, you get +10 damage against him and anyone working for him, but not against random enemies. If you are killed before satisfying your Blood Oath, and you are not brought back to life within 1 hour, you rise as an undead. A revenant, the physical manifestation of your soul born to undeath and sworn to fulfil your Blood Oath. As a revenant, you cannot be healed by spells other than blood mage spells and you cannot be returned to life as you were before undeath, except via the use of a wish spell The Longer you spend as a revenant, the more you begin to lose yourself. After 10 days, if your Blood Oath is not complete, you will lose your sanity, and self-control becoming enraged, and view all entities as enemy. The Revenant has the exact same stats as your normal self, but with a – 4 to strength (to a minimum of 1), and resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. This spell ends if someone other than the caster removes it using Remove Curse, Greater Restoration or Wish. This can only be done prior to becoming undead. If you complete the Blood Oath, the curse is lifted and the spell ends. If the blood mage completes its blood oath as a revenant, its soul is no longer bound by the curse, and passes on as death finally takes it.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 Minute","data-RangeAoe":"Self"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Offering","description":"You touch the corpse of a target creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. The creature can be restored to life only by means of a true resurrection or a wish spell. You regain 1d4 hit points per CR of the target creature (minimum of 1d4).","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Blood Offering","description":"You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Offering","description":"3rd-Level Necromancy Casting Time: 1 minute Range: Touch Components: V, S Duration: Instantaneous You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of Hit Points equal to 1d4 × the creature’s Challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Print","description":"1st-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (an ounce or more of blood) Duration: Instantaneous At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.","properties":{"Category":"Spells","Level":1,"School":"necromancy (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blood Puppet","description":"With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Puppet","description":"With a sample of its blood, you are able to magically control a creature's actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw or you gain control over its physical activity as long as you interact with the blood material component each round. As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation (blood)","Expansion":5494,"Components":"V M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Blood Puppet","description":"4th-Level Transmutation Casting Time: 1 action Range: 100 feet Components: V, M (a drop of blood from the target) Duration: Concentration, up to 1 minute With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Purge","description":"You choose a creature you can see within range and try to make it violently disgorge blood from its body. The creature must make a constitution saving throw. If the saving throw fails, it takes 6d6 necrotic damage and it loses 2d4 points of Constitution. On a successful save it takes half damage and does not lose any points of Constitution. A creature reduced to 0 Constitution dies immediately. This spell takes a toll on the caster, dealing necrotic damage equal to half the damage the target took from this spell. The loss of Constitution is permanent. It can only be undone by magic such as Greater Restoration or Wish . Creatures without blood are immune to this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"30 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Purge","description":"Necromancy cantrip Casting time: 1 action Range: touch Components: v, m (a knife or dagger) Duration: 1 minute You purge impurities from the blood of a willing creature you touch. The target takes 1d4 piercing damage and has advantage on the next saving throw it makes against disease or against being poisoned before the spell ends. If the target is already suffering from a disease or poison that allows for repeated saving throws to remove the effect, it can immediately make a new saving throw against the effect with advantage. Regardless if this new save succeeds or fails, a target that is already suffering from a disease or the poisoned condition can’t be affected by this spell again until it finishes a long rest.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blood Rage","description":"You channel all the magical energy in your blood into one lethal attack, you are left with 1HP at the end of the attack. You look around and unleash a pulse of blood exploding outwards from you like canon fire, then you run up to 400ft in a straight line at incredible speeds with no sign of you but the splashes of blood. Any creatures caught within the explosion must make a Dexterity saving throw vs your spell save DC, taking 12d10 force damage and 12d12 + (your HP spent casting this spell) Necrotic damage on a failed save, or half damage on a successful one. Additionally, all creatures caught in the explosion become blood soaked, and the affected area becomes filled with blood. When running because of the effect of this spell, you move as an invisible and ethereal being that moves through objects. Only magical objects/ barriers or adamantine can stop your movement.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"transmutation","Components":"V, S","Damage Type":"force","Casting Time":"1 Action","data-RangeAoe":"80 ft radius centred on the caster"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Ray","description":"A warm stream of dark red blood streaks toward a creature within range from your hand. Make a ranged spell attack against the target. On a hit, it takes 1d8 Necrotic damage, and it becomes blood- soaked. The caster loses 1d6 HP. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Rot","description":"Necromantic energy washes over a creature of your choice that you can see within range, destroying and rotting the blood within. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs or things without blood. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Rune","description":"You stab into your own palm, drawing a rune on the ground directly below your feet. Once finished, the rune lights up and fills 15-foot radius centred on the caster with a red mist. Each creature that is within the mist when cast, starts its turn in the mist, or enters the mist for the first time on its turn, must make a Constitution saving throw. On a failed save, they take 4d8 Necrotic damage as their blood begins to feed the mist, however on a successful save they take half damage instead. Any Creature that is killed by the mist, feeds the mists duration for an extra turn. The cost of this spell is 2d6 HP, however, the caster can use an extra 1d6 HP to increase the area of effect by 5ft (this can be done indefinitely, as long as there is space for the mist and the caster has sufficient HP). This spell does not affect the caster At higher levels: The spell does 1d8 more damage per spell slot above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"15 ft radius centred on the caster"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Scarab","description":"Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Scarab","description":"1st-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, M (a drop of the caster’s blood, and the exoskeleton of a scarab beetle) Duration: Instantaneous Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary Hit Points equal to the necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Seeking","description":"","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Shards","description":"5th-level necromancy Casting time: 1 bonus action Range: self Components: v, s, m (a drop of your blood) Duration: 1 minute You draw vitality from yourself, corrupt it, and fill your strikes with the corrupted essence. Until this spell ends, each time you hit a creature with a melee weapon attack, roll your choice of 1d4, 1d6, 1d8, or 1d10. You lose a number of hit points equal to the number rolled, and the target takes necrotic damage equal to three times that amount. The spell ends early if you end a turn below half your hit point maximum.","properties":{"Category":"Spells","Level":5,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blood Shield","description":"Using your own blood, you create a shield of blood surrounding you or a target. Until the start of your next turn, the target of this spell gains a +5 bonus to AC (including against the triggering attack if done as a reaction), you take no damage from Blood Mage Spells, and only take half Necrotic damage from attacks that deal it. The HP cost of this spell is determined by the size of the target you are shielding. Tiny = 1d4 Small = 1d6 Medium = 1d8 Large = 1d10 Huge = 1d12 Gargantuan = 1d20","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 Action/1 Reaction, which you take when you are targeted by an attack or blood mage spell","data-RangeAoe":"30 ft"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Spoor","description":"By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly. If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.","properties":{"Category":"Spells","Level":4,"School":"Divination (blood)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Spoor","description":"4th-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a drop of the quarry’s blood) Duration: Concentration, up to 10 minutes By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly. If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Spoor","description":"By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow its trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground or through the air if you have means to fly. If your quarry moves magically (such as through a dimension door or via a teleport spell), you sense its trail as a straight path from where the magical movement started to where it ended. Such a vector may lead through lethal or impassable barriers. This spell even reveals the path of those using pass without trace, but it fails to locate creatures protected by nondetection or by other effects that prevent scrying or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster shifts to the same plane as the quarry before the spell expires.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood Tap","description":"The caster wraps his hands with necrotic energy and touches a target, ripping through its flesh and sucking up part of its life force. The targeted creature must make a constitution saving throw. On a failed save the target takes 1d8 necrotic damage, and you recover half of the damage dealt as temporary hit points which disappear at the end of your next turn. The damage of this spell increases by 1d8 when the caster reaches 5th level (2d8), 11th level (3d8) and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Taste","description":"","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Thinner","description":"You channel your magic to create an area, 15ft in radius, that disrupts coagulation causing all creatures in the area to bleed abundantly. Whilst in the area, creatures suffer the following effects: Every time they take bludgeoning, piercing or slashing damage, they lose an additional 1d6 hit points. Creatures immune to bludgeoning, piercing and slashing damage, that have blood, are instead resistant. This spell has no effect on creatures without blood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the loss of hit points increase by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"60 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Tide","description":"When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs. A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances. A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check. The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy (blood)","Expansion":5764,"Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood Tide","description":"Necromancy Cantrip Casting Time: 1 action Range: Components: V Duration: 4 rounds When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs. A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances. A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check. The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood Tide","description":"When you cast this spell, the targeted creature must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding causes no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs. A bleeding creature might also attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances. A cure wounds spell stops the bleeding before the spell’s duration expires, as does a successful DC 10 Wisdom (Medicine) check. The duration increases to 2 minutes at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood to Acid","description":"9th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned. Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a blood elemental or a blood zombie (see Creature Codex), the creature is slain by the spell if its saving throw fails.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Blood To Acid","description":"When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned. Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a blood elemental or a blood zombie, the creature is slain by the spell if its saving throw fails.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Blood to Potions","description":"2nd-level transmutation Casting Time: 10 minutes Range: Touch Components: V, S, M (four glass vials) Duration: Instantaneous You drain blood from your target, magically transferring and transmuting it into a temporarily stable healing potion. When you cast this spell, choose one humanoid you can touch. The creature must be alive, or have been dead for no more than 1 hour. If the creature is alive, it can make a Constitution saving throw to resist the spell. On a failed saving throw (or if the creature does not resist), the creature loses 2d8 hit points and you create four healing potions that restore 2d8 + your spellcasting ability modifier hit points when consumed. The creature also gains a special Injury of dangerous severity, \"Drained\", which automatically recovers at the end of a long rest. While Injured in this way, the creature loses maximum hit points equal to the damage taken from this spell (a creature with 0 maximum hit points dies). This spell has no effect on a creature with this Injury. These potions lose their magic when you cast this spell again, or when you finish a long rest, whichever comes sooner. Once a creature has consumed one of these potions, it cannot benefit from another until it finishes a short rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature loses an additional 1d8 hit points and the potions restore an additional 1d8 hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"blood drain","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blood Transfusion","description":"You can spend 10 minutes to transfer the life force from one creature to another. You can transfer up to 20 Hit Points or until they are fully healed, whichever happens first. Both Creatures have to be willing or the spell has no effect.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"5 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood worm","description":"You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infected target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Bloodbath","description":"One creature that you can see within range must make a Constitution saving throw vs your spell save DC. If the saving throw fails, the creature suffers 3d8 necrotic damage and becomes blinded for 1 round as blood spurts from its eyes, ears, mouth, and nose. This results in the creature becoming blood-soaked. If the saving throw succeeds, it takes half damage from the strain and is not blinded or blood soaked.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"20 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Bloodhound","description":"You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks. At Higher Levels. When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration. The target can’t use its blindsight while unable to smell, and it has disadvantage on saving throws related to strong smells such as a ghast’s Stench trait.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bloodhound","description":"You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bloodhound","description":"You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks. At Higher Levels. When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bloodhound","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of ammonia) Duration: 8 hours You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bloodletting Bite","description":"Necromancy cantrip Casting Time: 1 action Range: Self (60-foot radius) Components: V, M (a weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a weapon attack with it against one creature within 60 feet of you. On a hit, if the creature’s current hit points are more than half its maximum hit points, the target suffers the attack’s normal effects. If the creature’s current hit points are equal to or less than half of its maximum hit points, the target suffers the attack’s normal effects and takes an additional 1d12 necrotic damage. The additional necrotic damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bloodlust","description":"You imbue a willing creature that you can see within range with vitality and fury. The target gains 1d6 temporary hit points, has advantage on Strength checks, and deals an extra 1d6 damage when it hits with a weapon attack. When the spell ends, the target suffers one level of exhaustion for 1 minute.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bloodlust Infusion","description":"3rd-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates ravenous bloodlust in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 3d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target must use its action before moving on each of its turns to take the Attack action. One of its attacks must be made against a creature it usually regards as its ally if such a creature is within range. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bloodseize","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, your blood vessels become strikingly visible beneath your skin, and you gain the following benefits: When you cast this spell, and as an action on a subsequent turn while this spell is active, you cure yourself of all diseases and neutralize all poisons affecting you. If a creature within 20 feet that you can see makes an attack roll against you for the first time on its turn, it must succeed on a Constitution saving throw or take 1d8 necrotic damage and lose the attack. If a creature is within 30 feet of you, you can use your action to attempt to control the blood within the creature’s veins, forcing its body to move to your whims. The target must succeed on a Constitution saving throw or take 2d8 necrotic damage. If it fails its saving throw, you can move it up to 15 feet in any horizontal direction and have it make a weapon attack against a target you can see within the weapon’s range. A creature that is Huge or larger has advantage on the saving throw. The benefits of this spell have no effect on creatures that don’t have blood in them.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bloodsharing","description":"Bloodsharing 3rd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (a knife and the blood of the participants) Duration: Concentration, up to 10 minutes You slice a knife into your flesh (inflicting 1 slashing damage) and murmur ancient words in a language no longer remembered. Each participant within range who uses their reaction to also cut their own flesh (and whom you accept into the spell) becomes part of the bloodsharing for the remaining duration. Until the spell ends, any magical healing that affects one of the bloodsharers, affects all of them.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Bloodshot","description":"You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (blood)","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bloodshot","description":"2nd-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bloodshot","description":"You launch a jet of boiling blood from your eyes at a target within 40 feet of you. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Bloodthorn Bonds","description":"2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (dried, thorny vines, grown from a creature's remains, which the spell consumes) Duration: Concentration, up to 1 minute Gesturing, and pricking your finger on one of the thorns, you cause a creature in range to suffer intense pain as thorny vines sprout from their veins and arteries, binding them in place as they delve into the earth. One creature in range that you can see must make a Constitution saving throw or take 2d6 piercing damage and gain a special Injury of Dangerous II severity, \"Bloodthorn Host\", until the spell ends. While Injured in this way, a creature is restrained and takes 2d6 piercing damage at the start of each of its turns. As an action, it may attempt a Strength check against your spell save DC to break the bonds. Alternatively, any creature may attack the vines to break it free. Each vine has an AC of 15 and must be dealt at least 10 damage with a single action to be destroyed. The vines are vulnerable to fire damage, resistant to bludgeoning and piercing damage from non-magical weapons, and immune to psychic damage. Once three vines have been destroyed, the spell ends. At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the spell’s damage rolls deal an additional 1d6 damage for every two spell levels beyond 2nd. If the spell is cast using a spell slot of 5th level or higher, the vines must be dealt at least 20 damage in a single action to be broken.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S, M","Damage Type":"piercing and Injury of Dangerous II severity","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloodwarding","description":"","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloody Barrier","description":"2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You draw blood from a recent wound, hardening it into a protective barrier. One Injured creature you can see within range loses hit points equal to one quarter the threshold for the highest severity Injury it currently suffers from, rounded down. It then gains three times that many temporary hit points, which disappear after 1 minute. While these hit points last, it gains a +1 bonus to AC, and gains resistance to bludgeoning, piercing, and slashing damage. If the creature you target for hit point loss is hostile, it may make a Constitution saving throw to negate the spell's effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose a second creature within 30 feet of both you and the initial target to gain the temporary hit points instead.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloody Hands","description":"You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration. Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bloody Hands","description":"1st-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration. Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bloody Hands","description":"You cause the hands of the target to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls using its hands (or other appropriate body part such as claws or tentacles) for the duration of the spell. Casting any spell with somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw; failure means the spell can be attempted again in the next round, rather than lost.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Bloody Siphon","description":"4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Making rapid twisting motions with your fingers, pointing out your targets, you cause their flesh to tear and blood from their wounds to gather in front of you. When you cast this spell, choose up to four living creatures within range. Each target must make a Constitution saving throw or lose 3d8 hit points and gain a special Injury, “Siphoned” of Setback I severity. This Injury recovers automatically at the end of a long rest. On a successful save the creatureloses half as many hit points and is not Injured. For each Injury you inflicted as a result of this spell, you may choose yourself or another creature within range (up to once per creature). That creature regains 3d8 hit points and may make a Constitution saving throw against the Temporary Recovery DC for any Injury from which it currently suffers. On a successful saving throw, that Injury is removed and the creature gains the appropriate Lasting Effect. At Higher Levels. Whenever you cast this spell using a spell slot of 5th level or higher, you can choose an additional target for the spell for each spell level beyond 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S","Damage Type":"blood drain and gain a special Injury, “Siphoned” of Setback I severity","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloody Smite","description":"The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.","properties":{"Category":"Spells","Level":1,"School":"Necromancy (blood)","Expansion":5764,"Components":"V","Damage Type":"Necrotic","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bloody Smite","description":"1st-Level Necromancy Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bloody Smite","description":"The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon pulses with a dull, red light and the attack deals an extra 1d6 necrotic damage to the target. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells with a verbal component. On a successful save, the spell ends. lf the target or an ally within 5 feet of it uses an action to tend the wound with a successful Wisdom (Medicine) check against your spell save DC or the target receives magical healing, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V","Damage Type":"necrotic","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Bloom","description":"You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately: A field planted with vegetables of your choice, ready for harvest. A thick forest of stout trees and ample undergrowth. A grassland with wildflowers and fodder for grazing. An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest. Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. Bloom counters the effects of a desolation spell. Ritual Focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"Conjuration (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bloom","description":"You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area of effect grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately: A field planted with vegetables of your choice, ready for harvest. A thick forest of stout trees and ample undergrowth. A grassland with wildflowers and fodder for grazing. An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest. Living creatures that take a short rest within the area of a bloom receive the maximum hit points for hit dice expended. Bloom counters the effects of a desolation spell. Ritual Focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"Conjuration (Ritual; High Elven)","Expansion":9,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Bloom","description":"8th-level conjuration (ritual) Casting time: 1 hour Range: 1 mile Components: v, s, m (a silver acorn worth at least 500 gp, which the spell consumes) Duration: 1 year You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately: A field planted with vegetables of your choice, ready for harvest. A thick forest of stout trees and ample undergrowth. A grassland with wildflowers and fodder for grazing. An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest. Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for hit dice expended. Bloom counters the effects of a desolation spell. Ritual focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bludgeoning Horror","description":"Bludgeoning Horror 2nd-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: 15 feet Components: V, S, M (the body part of a Great One) Duration: Instantaneous You summon a large number of tentacles and slugs from your palm to strike a creature within range. Make a melee spell attack against the target. On a hit, it takes 3d6 bludgeoning damage. If you score a critical hit, the target is also stunned until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and range increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"15 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Blunted Edge","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on weapon attack rolls. In addition, when an affected creature rolls damage dice for a successful attack, it must roll the weapon’s damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Blur","description":"2nd-Level Illusion Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.","properties":{"Category":"Spells","Name":"Blur","Level":2,"School":"Illusion","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Blur","description":"2nd-Level Illusion Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.","properties":{"Category":"Spells","Name":"Blur","Level":2,"School":"Illusion","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blur","description":"2nd level illusion Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Classes: Sorcerer , Wizard Your body becomes blurred, shifting and wavering to all who can see you. For the duration , any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight , or can see through illusions , as with truesight .","properties":{"Category":"Spells","Name":"Blur","Level":2,"Range":"Self","School":"Illusion","Target":"Self","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blur","description":"Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight or can see through illusions.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blur","description":"Level 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight .","properties":{"Category":"Spells","School":"Illusion","Name":"Blur","Level":2,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blur","description":"Level 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.","properties":{"Category":"Spells","School":"Illusion","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Blur\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Blur\\\",\\\"description\\\":\\\"Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Blur Effect\",\"parent\":\"Blur\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Blur Spell\\\",\\\"description\\\":\\\"For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.\\\"}\"},{\"name\":\"Blur Defense\",\"parent\":\"Blur Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Blur\\\",\\\"details\\\":\\\"For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Blur","data-description":"Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Body of Research","description":"You summon forth a fractal that draws its strength from your preparation and magical knowledge. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Research Fractal stat block. The creature resembles any animal or creature of your choice, but is always of a Large size. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Body Twist","description":"1st-level transmutation (druid, ranger) Casting Time : 1 reaction, which you take when you are grappled or restrained by a creature or physical object Range : Self Components : S Duration : Instantaneous When you cast this spell, your body contorts to allow you to maneuver out of a creature’s grasp or bonds placed upon you. You can attempt to escape from a grapple or being restrained, you can use your spell attack roll in place of your ability check to escape, and you have advantage on the escape check. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, you can instead target a creature within 30 feet of you, which can use its reaction to attempt to escape.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":11996,"Components":"S","Casting Time":"1 reaction, which you take when you are grappled or restrained by a creature or physical object","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Boiling Blood","description":"You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes 2d6 fire damage, and it remains blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy (blood)","Expansion":5494,"Components":"V S M","Damage Type":"Fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Boiling Blood","description":"You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Boiling Blood","description":"4th-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a vial of blood) Duration: Concentration, up to 1 minute You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boiling Oil","description":"You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Boiling Oil","description":"You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don't fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration (Battle)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Boiling Oil","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of oil) Duration: Concentration, up to 1 minute You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bolster","description":"You inject a boosting stim into your allies, providing a temporary increase in toughness and resilience. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Ranks. When you use this power at rank 3 or higher, a target’s hit points increase by an additional 5 for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bolster Fortifications","description":"You create a ward that bolsters a structure or a collection of structures that occupy up to 2,500 square feet of floor space. The bolstered structures can be up to 20 feet tall and shaped as you desire. You can ward several small buildings in a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. For the purpose of this spell, “structures” include walls, such as the palisade that might surround a small fort, provided the wall is no more than 20 feet tall. For the duration, each structure you bolstered has a damage threshold of 5. If a structure already has a damage threshold, that threshold increases by 5. This spell protects only the walls, support beams, roofs, and similar that make up the core components of the structure. It doesn’t bolster objects within the structures, such as furniture. The protected structure or structures radiate magic. A dispel magic cast on a structure removes the bolstering from only that structure. You can create a permanently bolstered structure or collection of structures by casting this spell there every day for one year. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the square feet of floor space you can bolster increases by 500 and the damage threshold increases by 2 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bolster Undead","description":"You suffuse undead creatures with necrotic energy to increase the difficulty of harming or affecting them. Choose up to three undead creatures within range. When a target creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy (blood)","Expansion":5494,"Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Bolster Undead","description":"You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bolster Undead","description":"1st-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a sprinkle of unholy water) Duration: 1 hour You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bolstering Ballad","description":"6th-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play a stirring ballad filled with powerful chords and encouraging melodies that makes it easier for your companions to resist harm. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action: When a creature within 30 feet of you who can hear you takes damage, you can expend a spell-song point to roll 1d12 and subtract it from the damage dealt (to a minimum of 0 damage). If this reduces the damage to 0, the creature gains a bonus to its AC equal to the d12 result until the start of its next turn. When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to give it resistance to a damage type of your choice until the start of its next turn. When a creature other than you within 30 feet who can hear you fails a saving throw, you can expend a spell-song point to roll 1d8 and add it to the saving throw result, potentially changing its failure into a success. Until the spell ends, you can take an action on your turn to gain up to your spellcasting ability modifier in spell-song points. You can take this action six times each casting of this spell. You lose all remaining spell-song points immediately when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can take the action to gain spell-song points one additional time per slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bolstering Brew","description":"Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bolstering Brew","description":"3rd-Level Conjuration (Ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a silver tankard worth 100 gp, which the spell consumes) Duration: Instantaneous Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.","properties":{"Category":"Spells","Level":3,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bolt Rail","description":"A burst of lightning forming a line 10 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d4 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bombard","description":"6th-level evocation Casting time: 1 action Range: 60 feet Components: v, s, m (a shard of cooled magma) Duration: concentration, up to 1 minute A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action on your turn, you can move the sphere up to 20 feet. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bombardment of Stings","description":"Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. At the end of each of its turns, a poisoned target can make a Constitution saving throw. On a success, the condition ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bond of the Dragonlords","description":"2nd-level enchantment Casting Time: 1 minute Range: Touch Components: V, M (magical armor, shield, weapon, ring, rod, staff, or wand worth at least 5,000 gp, which the spell consumes, and an unhatched dragon egg) Duration: Special You permanently bond with a newly-hatched metallic dragon. This requires you to locate an unhatched dragon egg and spend 1d4 days nurturing the egg so that it hatches. The hatchling may be any of the following types of dragon wyrmling: brass, bronze, copper, or silver. You can confer the bond to another recipient who you are touching when you cast the spell. A dragon that has been bonded can never be bonded with another target. Likewise, this spell cannot be used to bond more than one dragon to any individual. Wyrmlings cannot be used as mounts until they grow into young dragons. A dragon cannot use legendary actions while it is being used as a mount. Controlling the Dragon . Your dragon moves and acts on your initiative. You can decide how the dragon moves and attacks. While your dragon is fighting alongside you, it loses its multiattack feature. If your dragon has a breath weapon, it can be used once, and it recharges after you and the dragon complete a long rest. If your bonded dragon dies, you will also die within 24 hours unless the dragon is returned to life. You cannot be raised from the dead unless your bonded dragon is alive. The same is true for your dragon.","properties":{"Category":"Spells","Level":2,"School":"Enchantment","Components":"V M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Bone Cage","description":"You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration: Size Temporary Hit Points Gained Small 1d6+1 Medium 1d8+2 Large 1d10+5 Huge 1d12+12 Gargantuan 1d20+25 As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw , taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can’t be used in this way again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"biomancy* (*can be replaced with necromancy)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bone Cage","description":"Bone Cage 5th-level biomancy* (*can be replaced with necromancy) Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S, M (the bones of at least one non-animated corpse, which the spell consumes) Duration: 1 minute Class: Cleric, Druid, Paladin, Warlock, Wizard You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration: Sizes Temporary Hit Points Gained Small 1d6+1 Medium 1d8+2 Large 1d10+5 Huge 1d12+12 Gargantuan 1d20+25 As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw , taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and cannot be used in this way again.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bone Claws","description":"Bone Claws 1st-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiger’s claw) Duration: Concentration, up to 1 minute Choose a creature you can see within range. You infuse them with osteomantic energy, growing sharp claws from their carpal bones. For the duration, the target’s unarmed attacks deal an extra 1d4 slashing damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 at 2nd level, 2d4 at 3rd level, 2d6 at 4th level, and 3d4 at 5th level.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":27461,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bone Cocoon","description":"Bone Cocoon 2nd-level abjuration (druid, sorcerer, warlock, wizard) Casting Time: 1 reaction, which you take when you see a creature drop to 0 hit points Range: 30 feet Components: V, M (a shrunk and gilded rib cage worth at least 50 gp) Duration: Concentration, up to 1 minute You conjure a cocoon made of cartilage and bones, which protects the creature that dropped to 0 hit points. While in the cocoon, the creature can’t be damaged by attacks or effects originating from outside, has total cover, is considered restrained, and makes death saving throws at advantage. The cocoon has 25 hit points and an AC of 11 + your spellcasting ability modifier. It has resistance to cold, fire, and necrotic damage, and immunity to poison and psychic damage. If you lose concentration or the cocoon is reduced to 0 hit points, it is destroyed.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, M","Casting Time":"1 reaction, which you take when you see a creature drop to 0 hit points","data-RangeAoe":"30 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bone Growth","description":"1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You enhance the bones in your body, rapidly growing them into weapons or armor. When you cast this spell, choose one of the following options: Offense. You fuse and transform the bones in your dominant forearm, which jut out from your wrist to create a jagged blade of solid bone. You are proficient with this weapon, which deals 1d8 slashing damage and you treat Injury thresholds as 5 lower (to a minimum of 5) for attacks made with this weapon. Defense. You enhance your ribs, strengthening them against impact and causing them to burst from your torso, forming an exoskeletal breastplate. You are proficient with the armor, which provides you with an AC of 14 + Dex modifier (max 2), and grants resistance to slashing damage. If you are already wearing armor, you use the better of the two armor classes granted by this spell or your armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon deals an additional 1d8 damage (2d8) for every 2 levels beyond 1st. When you cast this spell using a spell slot of 3rd level or higher, you may choose both the offense and defense options.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bone of Contention","description":"5th-level enchantment Casting time: 1 action Range: 90 feet Components: v, s, m (a small bone) Duration: 1 minute You cause discord in up to eight creatures you can see within range. Each target must be within 30 feet of at least one other target. The targets must share a language or the spell fails. Each target must make a wisdom saving throw. On a failure, a target begins bickering and arguing with other affected targets on topics relevant to the targets. For example, religious creatures might argue over doctrine, while warriors might argue over the most efficient fighting stances or ways of dispatching foes. For the duration, each affected creature’s speed is halved, and it spends each of its turns arguing with another affected creature. An arguing creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an arguing creature starts its turn with no other creature within 30 feet of it with which to argue, the spell ends for that creature. Otherwise, the spell ends for all creatures if an affected creature takes damage.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bone Shield","description":"Bone Shield 1st-level abjuration (druid, ranger, warlock) Casting Time: 1 reaction, which you take when you are hit by an attack Range: Self Components: V, S Duration: Instantaneous You generate a barrier of elongated femurs that protects you. You reduce the incoming damage by 1d12, and if the attacking enemy is within 10 feet of you, the osseous barrier explodes, dealing slashing damage to them equal to the amount reduced. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d12 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you are hit by an attack","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bone Snap","description":"2nd-level enchantment Casting Time: 1 reaction, which you take when you see a creature that has a skeletal system within 30 feet of you attempt to move Range: 30 feet Components: V, S Duration: 1 round Classes: Sorcerer, Warlock, Wizard You weave a magical grip around the bones of a creature that tries to move. As a reaction, when you see a creature that has a skeletal system move, you can snap your fingers to attempt to slow them down. The target must succeed on a Constitution saving throw. On a failure, the target’s speed is reduced by 10 feet, they can’t take reactions, and they take 2d10 force damage as your magic begins to crack their bones from within. On a success, they take half as much damage and are able to move and take reactions normally. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target's speed is reduced by an additional 5 feet and the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"enchantment","Components":"V, S","Damage Type":"force","Casting Time":"1 reaction, which you take when you see a creature that has a skeletal system within 30 feet of you attempt to move","data-RangeAoe":"30 feet"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Bones of Stone","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pebble and a sliver of bone) Duration: Concentration, up to 1 minute The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bones Of Stone","description":"The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bones of the Earth","description":"6th-Level transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation","Components":"V S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Bones of the Earth","description":"6th-Level transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Boneyard","description":"Boneyard 7th-level necromancy (cleric, sorcerer, warlock, wizard) Casting Time: 24 hours Range: Touch Components: V, S, M (enchanted bones, incense, and herbs worth at least 1000 gold, which the spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with osteomancy. The area can have a radius of up to 120 feet, and the spell fails if the radius includes an area already under the effect of a boneyard or hallow spell. The affected area is subject to the following effects. First, you know the exact location and hear the thoughts (if any) of any undead creature within the area, and you know if they are under someone’s control. Second, all creatures within the area lose resistance and immunity to necrotic and piercing damage. Finally, as a reaction whenever a non-undead creature dies within the area, you can choose to rip its skeleton from its flesh and force it to rise again under your control. If you do, the creature is resurrected with 1 hit point, its creature type becomes undead, it becomes immune to all damage, it loses access to any legendary actions it had (if any), and you can mentally command its actions. At the end of its next turn, it dies and cannot be resurrected by any means short of a wish spell.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V, S, M","Casting Time":"24 hours"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Boomering","description":"1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Booming Blade","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration : 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Expansion":6286,"Components":"V, M","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Booming Blade","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration : 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"S, M","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Booster Shot","description":"You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. d6 Effect 1 2d10 acid damage to all creatures within 10 feet of the target 2 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide 3 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn 4 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon 5 2d10 force damage to the target, and the target is pushed 20 feet 6 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Booster Shot","description":"3rd-Level Evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. d6 Effect 1 2d10 acid damage to all creatures within 10 feet of the target 2 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target 3 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn 4 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon 5 2d10 force damage to the target, and the target is pushed 20 feet 6 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boreas's Breath","description":"You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone. Creatures that are partially submerged in the water when it freezes become restrained. While restrained this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC. Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success. The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the size of the cube by 10 feet for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Rothenian; Ritual)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Boreas's Breath","description":"You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone. Creatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC. Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success. The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd. Breathtaking Wind","properties":{"Category":"Spells","Level":2,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Boreas's Breath","description":"You freeze standing water in a 20-foot cube, or running water in a 10-foot cube, originating from you. The water turns to solid ice. The surface becomes difficult terrain and any creature finishing its turn on the ice must make a DC 10 Dexterity saving throw or fall prone. Creatures partially submerged in the water when it freezes become partially trapped. They are restrained and can use an action to make a Strength check against your spell DC to break free. Creatures fully submerged in the water when it freezes become fully trapped. They are restrained, incapacitated and cannot breath. As an action, a fully-trapped creature can attempt to break free with a successful DC 25 Strength check. Any creature trapped in the ice at the end of its turn takes 1d6 (if partially trapped) or 2d6 (if fully trapped) cold damage. The ice has 10 AC and 15 hit points. It is resistant to nonmagical slashing, bludgeoning and piercing damage and is vulnerable to fire damage. At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, increase the size of the cube by 10 feet for each spell slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Boreas’s Embrace ","description":"4th-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous and 1 minute (see text) You cause a downburst of freezing cold wind and rain with a 15-foot radius, which freezes in moments into a sheet of slick, encasing ice. All fires in the area are extinguished. Creatures in the area must make a Strength saving throw, taking 6d6 cold damage and being restrained on a failed save or half as much damage and no additional effects on a successful one. Anyone entering or moving through the affected area for 1 minute afterward must succeed on a Dexterity saving throw or fall prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may either inflict an additional 1d6 cold damage or increase the duration of the ice slick by 1 minute for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boreas’s Kiss ","description":"1st-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You encapsulate a creature within range in a pocket of fiercely cold air. The target must succeed on a Constitution saving throw or drop any object in hand. They also have disadvantage on any cold-based saving throws until they make a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may extend the duration by 1 minute. Alternatively, for every two levels above 1st level, you may instead choose to have the target suffer a level of exhaustion on the first failed saving throw, up to a maximum of three levels of exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boros Fury-Shield","description":"A magical defense appears and protects you from incoming damage and reverses the force of the assault against the attacker. You are immune to the triggering attack’s damage and the attacker must make a Dexterity saving throw. On a failure, the attacker takes force damage equal to the amount of damage that would be dealt, or half as much damage on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you are hit (but before damage is rolled) by a melee weapon attack","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Borrowed Knowledge","description":"2nd-Level Divination Casting Time : 1 action Rang e: Self Components: V, S, M (a book worth at least 25 gp) Duration : 1 hour You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.","properties":{"Category":"Spells","Level":2,"School":"Divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Bottled Arcana","description":"By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly. As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly. Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bottled Arcana","description":"5th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (an empty glass container) Duration: See below By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly. As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly. Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bottomless Stomach","description":"When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head. The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it. At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline. When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bottomless Stomach","description":"1st-Level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 hour When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head. The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it. At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline. When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boulder Toss","description":"You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl. Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Boulder Toss","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl. Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Boulderfall","description":"You conjure a single massive rock to fall at a single point you can see within range. Each creature in a 10-foot radius sphere centered on the point you chose must make a Dexterity saving throw. The sphere ignores any corners, terrain features, or cover. All terrain and unattended objects are crushed and destroyed by the spell. A creature takes 20d6 bludgeoning and 10d6 force damage and is knocked prone on a failed save, or half as much without being knocked prone on a successful one. The area of the spell is replaced by a massive boulder, 10 foot in radius. All creatures in the spell’s area after making saving throws are forced out of the spell’s area to the closest unoccupied space to the spell’s area. If a creature is reduced to 0 hit points by this spell, it is crushed underneath the boulder and and is killed.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"1 mile"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Bouncing Fireball","description":"A bolt of flame streaks from your finger toward a point you choose within range, then explodes into an inferno of flame. Each creature within 20 feet of the explosion takes 7d6 fire damage, or half damage with a successful Dexterity saving throw. Immediately afterward, a second bolt of flame streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful Dexterity saving throw). Then the flame jumps instantly again to a third target point, also within your line of sight and exactly 40 feet from the second explosion, where it detonates for the final time with identical results. Note that for the second and third bursts, the flame jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bouncing Fireball","description":"6th-level evocation Casting time: 1 action Range: 150 feet Components: v, s, m (three iron pins and a tiny ball of bat guano and sulfur) Duration: instantaneous A bolt of flame streaks from your finger toward a point you choose within range, then explodes into an inferno. Each creature within 20 feet of the explosion takes 7d6 fire damage, or half damage with a successful dexterity saving throw. Immediately afterward, a second bolt of flame streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful dexterity saving throw). Then the flame jumps instantly again to a third target point, also within your line of sight and exactly 40 feet from the second explosion, where it detonates for the final time with identical results. Note that for the second and third bursts, the flame jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bound Haze","description":"You cause a swirling gyre of dust, small rocks, and wind to encircle a creature you can see within range. The target must succeed on a Dexterity saving throw or have disadvantage on attack rolls and on Wisdom (Perception) checks. At the end of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends. In addition, if the target is within a cloud or gas, such as the area of a fog cloud spell or a dretch’s Fetid Cloud, the affected target has disadvantage on this spell’s saving throws and on any saving throws associated with being in the cloud or gas, such as the saving throw to reduce the poison damage the target might take from starting its turn in the area of a cloudkill spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute, and the spell doesn’t require concentration.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bowstaff","description":"1st-level transmutation (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (one wooden staff) Duration: 24 hours You touch a non-magical wooden staff. It becomes a longbow. The bow isn't magical.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Brain Trust","description":"9th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a stack of legal paperwork at least half a foot tall) Duration: 24 hours You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 4 or less aren’t affected by this spell. Until the spell ends, each of the targets gains the following benefits: It can speak, read, and write each language that another creature in the link knows. It can communicate telepathically through the bond to any number of other creatures in the link. This communication is possible over any distance. It has proficiency with each skill, tool, weapon, and armor with which another creature in the link has proficiency. If the creature sharing its proficiency with the link has expertise with the skill or tool, so does every other creature in the link. Its Intelligence score becomes the same as that of the creature with the highest Intelligence score in the link. The same is true for its Wisdom and Charisma scores, corresponding to the creature with the highest related ability score in the link. It knows each cantrip that another creature in the link knows. It uses the same spellcasting ability for the cantrip as the creature sharing its cantrip with the link. The link ends if you or one of the targets casts this spell again. A target is also removed from the link if it dies or if it is ever on a different plane of existence from you.","properties":{"Category":"Spells","Level":9,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Brand-Hand","description":"Your off-hand is set alight, producing a flame equivalent to a torch. This magical fire does not damage you or your possessions. When an object is held in the flaming hand, the fire ceases to produce heat, allowing the caster to hold books, ropes, scrolls, and other flammable objects without setting them ablaze. When the caster’s hand is empty, the fire produces normal heat. Striking an enemy with an empty hand inflicts an additional 1 hit point of fire damage. The caster can be dismissed as an action. Otherwise it lasts for 1 hour.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Branding Smite","description":"2nd level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Classes: Paladin The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target , which becomes visible if it's invisible , and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"Range":"Self","Damage":"2d6","School":"Evocation","Source":"5th Edition SRD 5.1","Classes":"Paladin","Duration":"Up to 1 minute","data-List":"false","Components":"V","Damage Type":"Radiant","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Branding Smite","description":"2nd-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Branding Smite","Level":2,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Radiant","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Brawn Boost","description":"You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Brawn Boost","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Break It Down","description":"2nd-level enchantment Casting time: 1 action Range: 15 feet Components: v Duration: instantaneous You sing or play a tune that fills creatures that can hear the tune with unrestrained energy. Each creature of your choice within range must make a wisdom saving throw. On a failed save, a target must use its reaction to throw one object or creature it is holding, which can include a grappled creature, or pick up and throw the nearest object within its reach if it isn’t holding anything. An object the same size or smaller than the thrower is thrown up to 30 feet in a random direction. A creature the same size as the thrower is thrown up to 15 feet in a random direction and knocked prone. If a creature is smaller than the thrower, the creature is thrown an additional 10 feet for each size category of difference between it and the thrower. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is a creature and is thrown at another creature, that creature must succeed on a dexterity saving throw or take the same damage and be knocked prone. A creature or object larger than the thrower can’t be thrown. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s range increases by 5 feet and the distance a creature or object is thrown increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Break the World","description":"","properties":{"Category":"Spells"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Breath of Nightshade","description":"You exhale a 60-foot-cone of lethal poison. Each creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. While poisoned by this spell, the creature is paralyzed. The spell ends for an affected creature if it takes any damage.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Breath of Separation","description":"2nd-level conjuration Casting time: 1 action Range: self (15-foot cone) Components: v Duration: instantaneous You exhale a massive volume of air, propelling yourself up to 15 feet in a direction of your choosing to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks. Each creature in a 15-foot cone originating from the space you just left must make a strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from your original space. On a successful save, a creature takes half the damage and isn’t pushed. If a pushed creature strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was pushed. If a pushed creature is pushed into another creature, that creature must succeed on a strength saving throw or take the same damage and be knocked prone. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you, and each creature that fails the saving throw, are pushed an additional 10 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Breath of the Fire Dragon","description":"Tier 3 fire smite Casting Time: 1 action Base Favor Cost: 2 Range: Self Components (Required): V, S Resonances: It is summertime (1 bonus favor), you are in a very dry or flammable location such as somewhere it has not rained for at least a week or inside of a wooden palace (1 favor), it is sunrise, sunset, or noon (1 bonus favor) Duration: Ongoing (1 favor per round) Effects: You draw in air, the spirits turning your breath to flame. You gain resistance to cold damage. Additionally, as a bonus action on your turn, you can make a multitarget invocation attack against each creature in a 10-foot wave. Each creature you hit suffers 2d6 fire damage. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: When using the multitarget invocation attack from this invocation, increase the length of the wave by +10 feet per favor spent this way. 1 favor: You intensify the flames. When using the multitarget invocation attack from this invocation, increase the damage by 1d6. 2 favor: You breathe the storm’s fury. When using the multitarget invocation attack from this invocation, it deals lightning damage instead of fire damage. Additionally, any creature slain by this attack is reduced to ash, and cannot be raised as an undead creature. 2+ favor: You intensify the flames even further. When using the multitarget invocation attack from this invocation, increase the damage by 1d6 per 2 favor spent this way.","properties":{"Category":"Spells","Level":3,"School":"fire smite","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Breathtaking Wind","description":"You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Breathtaking Wind","description":"1st-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Breeze Compass","description":"When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Breeze Compass","description":"3rd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a magnetized needle) Duration: Concentration, up to 1 hour When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Breeze Walker","description":"2nd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a pheasant feather) Duration: concentration, up to 1 hour Choosing a direction, you summon a strong, steady breeze to swirl beneath your feet and propel you. You levitate to a sustained height of 3 feet for the duration, and travel in the chosen direction at 150% of your movement. Travel in any other direction is at 50% of your movement. While mounted, your mount’s movement is affected as well.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bright sparks","description":"Evocation Cantrip Casting Time: 1 action Range: Self Components: V, M (flint and steel) Duration: 1 round Sparks fly from your fingers for a moment, generating bright blue light. This illuminates the region around you to a distance of 60 feet until the start of your next turn. Wisdom (Perception) checks have advantage to spot creatures hidden in shadows.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bright Sparks","description":"Sparks fly from your fingers for a moment, generating bright blue light. This illuminates the region around you to a distance of 60 feet until the start of your next turn. Wisdom (Perception) checks have advantage to spot creatures hidden in shadows.","properties":{"Category":"Spells","Level":"Cantrip","School":"Evocation","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Brightburn","description":"2nd-level evocation Casting Time: 1 action Range: 90 feet Components: S Duration: Instantaneous This spell will only work if the target is illuminated by moonlight. This spell cannot be cast by a hag. This spell will function underwater. When you cast this spell, a target within range begins to burn by the very moonlight they are standing in and must make a Dexterity saving throw. It takes 10 (4d4) fire damage on a failed save, or half as much damage on a successful one. A target that is concentrating, that fails its saving throw against brightburn, fails its concentration check also. If the target is a hag, then it takes necrotic damage instead of fire damage and the hag is vulnerable to the damage from this spell regardless of any natural or magical resistances she has. The flames will be a dark sepia color if a hag is being burned. No known cleric has ever successfully prayed for access to this spell. The only known users of this spell are sepia’s daughters. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 2d4 for each slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Expansion":34600,"Components":"S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Brilliant Harrier","description":"2nd-level conjuration Casting time: 1 bonus action Range: 60 feet Components: v, s, m (a piece of charcoal) Duration: 1 minute You create a glowing bird of flame on a point you can see within range. The harrier bird hovers in place, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and it lasts for the duration or until you cast this spell again. Until this spell ends, when a creature you can see within 30 feet of the harrier makes an attack roll, ability check, or saving throw, you can use your reaction to give that target disadvantage on that roll, as the glowing harrier swoops down to distract the target. If the roll fails, the target takes 1d4 fire damage. The harrier has an ac equal to your spell save dc. Each time it is hit, roll a d20. On a result of 9 or less, it vanishes.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Brimstone","description":"You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage. The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its fire damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration (apocalypse)","Expansion":5764,"Components":"S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Brimstone","description":"1st-level conjuration Casting time: 1 action Range: 60 feet Components: s Duration: concentration, up to 1 minute You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must succeed on a dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful dexterity saving throw or take 1d8 fire damage. The brimstone can be destroyed; it has ac 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful dexterity saving throw. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Brimstone Infusion","description":"You infuse an ordinary flask of alchemist’s fire with magical brimstone. While so enchanted, the alchemist’s fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist’s fire returns to its normal properties after 24 hours.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Brimstone Infusion","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a flask of alchemist’s fire and 5 gp worth of brimstone) Duration: 24 hours You infuse an ordinary flask of alchemist’s fire with magical brimstone. While so enchanted, the alchemist’s fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist’s fire returns to its normal properties after 24 hours.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Brittle Bone Throw","description":"Brittle Bone Throw Conjuration cantrip (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (bone powder) Duration: Instantaneous You hurl a splintered bone fragment at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage. On a miss, you can shatter the bone mid-air and redirect the remnant towards another creature within 15 feet of the original target. Make another ranged spell attack. On a hit, the new target takes 1d4 piercing damage. This spell's damage increases by 1d8 and 1d4, respectively, when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Brittling","description":"This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Brittling","description":"This spell uses biting cold to make a metal or stone item brittle and easy to shatter. The item's hit points are permanently reduced by a number equal to your spellcasting level, and Strength checks to shatter or break the item within 1 minute of the spell's casting are made with advantage. If the item isn't shattered, it can be repaired as normal.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Brittling","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (an icicle) Duration: Instantaneous This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s Hit Points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Broken Charge","description":"When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (labyrinth)","Expansion":5764,"Components":"V","Damage Type":"Psychic","Casting Time":"1 reaction, which you take when an enemy approaches to within 5 feet of you","data-RangeAoe":"10 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Broken Charge","description":"When an enemy that you can see tries to approach to within 6 feet of you, you utter a perplexing word that alters the foe’s path. The foe must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing. A foe that makes the saving throw successfully is unaffected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (Labyrinth)","Components":"V","Damage Type":"Psychic","Casting Time":"1 reaction, which you take when an enemy approaches to within 6 feet of you","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Broken Charge","description":"1st-level enchantment Casting time: 1 reaction, which you take when an enemy approaches to within 5 feet of you Range: 5 feet Components: v Duration: instantaneous When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must succeed on a wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing without provoking opportunity attacks. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V","Damage Type":"psychic","Casting Time":"1 reaction, which you take when an enemy approaches to within 5 feet of you","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Broken Wing","description":"1st-level evocation (ranger, sorcerer, warlock, wizard) Casting Time : 1 action Range : 60 feet Components : V, S, M (a shed cat’s claw) Duration : Instantaneous You take an imaginary swipe at a target within range as you cast this spell. The target must make a Constitution saving throw. On a failed save, it takes 2d6 slashing damage and reduces either its flying or walking speed (your choice) by 10 feet. On a success, it takes half damage and its speed is not reduced. If the target regains 5 hit points, the reduction to its speed ends. At Higher Levels . If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, and you reduce the target’s speed by an additional 5 feet for each slot level above 1st (to a maximum of 30 feet).","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Evocation","Expansion":11996,"Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Bromn's Earthen Escape","description":"2nd-level transmutation Casting time: 1 reaction, which you take when a friendly creature you can see within 60 feet of you is attacked Range: 60 feet Components: s Duration: instantaneous You throw your hand above your head, clenching it into a fist as you do, and the friendly creature, which can include yourself, that was attacked is magically pulled into and through the ground by an earthen hand. The hand pops up in an unoccupied space on the ground within 30 feet of where the target was previously located and deposits the target in that space before disappearing. The triggering attack against the target fails. The area within 10 feet of the origin and destination spaces becomes difficult terrain until the start of your next turn. You and the target must be on the same ground, rock, soil, sand, or similarly earthen surface, or the spell fails.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"S","Casting Time":"1 reaction, which you take when a friendly creature you can see within 60 feet of you is attacked","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bryn's Bullying Brogue","description":"5th-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a nonmagical, leather shoe) Duration: concentration, up to 1 minute You toss a nonmagical shoe toward a creature you can see within range. The shoe grows to tremendous size before falling onto the target. The target must make a dexterity saving throw. On a failed save, the target takes 5d10 bludgeoning damage and is knocked prone and restrained. On a successful save, the target takes half the damage and isn’t knocked prone or restrained, and the spell ends. Until the spell ends, you can use a bonus action on each of your subsequent turns to deal 2d10 bludgeoning damage to the target as the shoe grinds the target into the ground. At the end of each of its turns, the target can make a strength saving throw, breaking free on a success. When the target breaks free or when the spell ends, the shoe shrinks to its normal size, becoming a nonmagical shoe once again.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bubble Barrier","description":"2nd-level abjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 10 minutes A translucent but solid sphere of water encloses a large or smaller creature you can see within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration. Creatures can’t pass through the bubble, but physical objects, energy, or other spell effects can. The bubble has an ac equal to your spell save dc and hit points equal to twice your spell save dc. The spell ends for the enclosed creature if the bubble is reduced to 0 hit points. A creature inside the bubble has three-quarters cover from attacks outside the bubble, and creatures outside the bubble have half cover from attacks from the enclosed creature. When the enclosed creature would take damage from an attacker or effect outside the bubble, the creature can choose to take only half the damage and reduce the bubble’s hit points by an amount equal to the other half of the damage. The bubble is weightless and just large enough to contain the creature inside of it. When the enclosed creature moves, the bubble moves with it. If the bubble was created in an area with air, the bubble contains enough air for a breathing creature contained within it to breathe for the duration of the spell. If the bubble was created in an area of water, the bubble contains enough water for a water-breathing creature to breathe for the duration of the spell. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the bubble’s hit points increase by 10 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Buffeting Wings","description":"2nd-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a bit of wing membrane from a gargoyle or tetomatli [see tome of beasts 2]) Duration: concentration, up to 1 minute You touch a willing creature. The target grows a pair of heavy, stony wings. The target doesn’t gain a flying speed, and its speed is reduced by 10 feet for the duration. As a bonus action on its turn, the target can make an unarmed strike with the wings against one creature within 5 feet of it. It is proficient with the wings, and it adds its strength modifier to attack and damage rolls with the wings. The wings deal 1d6 bludgeoning damage on a hit. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Build Acid Spewer","description":"3rd-level conjuration (ritual) Casting Time: 1 action Range: Self Components: S, M (scrap metal and wiring worth at least 50 gp, which the spell consumes) Duration: 1 hour You configure the scrap metal and wiring used as the material components to create an acid spewer in your hand. The acid spewer is a magic weapon that lasts until the spell ends. It counts as a martial ranged weapon with which you are proficient. It has a normal range of 15 feet and a long range of 30 feet, deals 2d8 acid damage on a hit, has the two-handed property, and deals double damage to objects and structures. The first time each turn that the acid spewer is used to make an attack, whether the attack hits or misses, the acid splashes out. The target and each creature and each object that isn’t being worn or carried within 5 feet of it must succeed on a Dexterity saving throw or take 2d8 acid damage. When you create the acid spewer, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the acid spewer; other creatures use Dexterity, as normal. The acid spewer has an AC equal to your spell save DC and a number of hit points equal to ten times the spell’s level. When the spell ends or if the acid spewer is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both the weapon and the acid splash increases by 1d8 for each slot level above 3rd (to a maximum of 4d8). When you cast this spell using a spell slot of 5th level or higher, its duration also increases to 8 hours.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Build Plasma Blade","description":"2nd-level conjuration (ritual) Casting Time: 1 action Range: Self Components: S, M (scrap metal and wiring worth at least 30 gp, which the spell consumes) Duration: 1 hour You configure the scrap metal and wiring used as the material components to create a plasma blade in your hand. When you create the plasma blade, choose fire, lightning, or radiant damage. The plasma blade is a magic weapon that lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 2d6 damage of the type you chose on a hit, has the finesse and light properties, and deals double damage to objects and structures. When you create the plasma blade, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the plasma blade; other creatures use Strength or Dexterity, as normal. The plasma blade has an AC equal to your spell save DC and a number of hit points equal to ten times the spell’s level. When the spell ends or if the plasma blade is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon’s damage increases by 1d6 for each slot level above 2nd (to a maximum of 5d6). When you cast this spell using a spell slot of 4th level or higher, its duration increases to 8 hours.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Build Ray Pistol","description":"1st-level conjuration (ritual) Casting Time: 1 action Range: Self Components: S, M (scrap metal and wiring worth at least 10 gp, which the spell consumes) Duration: 1 hour You configure the scrap metal and wiring used as the material components to create a ray pistol in your hand. The ray pistol is a magic weapon that lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It has a normal range of 30 feet and a long range of 120 feet, deals 1d8 radiant damage on a hit, and has the light property. When you create the ray pistol, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the ray pistol; other creatures use Dexterity, as normal. The ray pistol has an AC equal to your spell save DC and a number of hit points equal to ten times the spell’s level. When the spell ends or if the ray pistol is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8 and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 3d8 and its duration increases to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Build Shock Baton","description":"1st-level conjuration (ritual) Casting Time: 1 action Range: Self Components: S, M (scrap metal and wires worth at least 10 gp, which the spell consumes) Duration: 1 hour You configure the scrap metal and wiring used as the material components to create a shock baton in your hand. The shock baton is a magic weapon that lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 lightning damage on a hit and has the light property. In addition, a creature hit with the shock baton can’t take reactions until the start of its next turn. When you create the shock baton, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength, for attack and damage rolls you make with the shock baton; other creatures use Strength, as normal. The shock baton has an AC equal to your spell save DC and a number of hit points equal to ten times the spell’s level. When the spell ends or if the shock baton is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8 and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 3d8 and its duration increases to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Build Weapon","description":"Conjuration cantrip Casting Time: 1 action Range: Self Components: S, M (scrap metal or wood with a gp value at least that of the weapon you intend to create, which the spell consumes) Duration: Unlimited You configure the scrap metal or wood used as the material components to create a nonmagical simple or martial weapon of your choice in your hand. When you create the weapon, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. As an action on your turn, you can dissemble the weapon and reclaim the material components used to make it. If the weapon is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. When you reach certain levels, you gain additional bonuses from this spell: when you reach 5th level, you are proficient with any weapon you create with this spell; when you reach 11th level, you can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the weapon; when you reach 17th level, any weapon you create with this spell is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bull of Falaris","description":"5th-level Evocation School: Evocation Casting Time: 1 action Range: 10 feet Components: V, S, M Duration: Concentration, up to 1 hour You summon a mystical representation of the mythological Bull of Falaris in an empty space within range. The statue is a Large construct that otherwise uses the stat block of a Mammoth. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If your concentration is broken or if you end the spell, the Bull disappears at the end of its next turn.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Burn Zone","description":"You create a dome of fiery energy upon a solid surface within range. The area within the dome can be up to 30 feet in diameter horizontally and vertically. You can choose one of two effects. Inner Flare. When the dome appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Any creature that ends its turn inside the dome must repeat the saving throw. Outer Flare. Any creature within 10 feet of the outside of the dome when it first appears or ending its turn within 10 feet of the dome must make a Dexterity saving throw taking 5d8 fire damage on a failed save, or half as much on a successful one. Any creature that ends its turn inside the dome must repeat the saving throw. At Higher Ranks. When you use this power at rank 5 or higher, the damage increases by 1d8 for each rank above 4.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Elemental","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Burning Blade","description":"Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a melee weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target’s space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit, and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rolls increase by one die at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Burning Hands","description":"1st level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V S Duration: Instantaneous Classes: Sorcerer , Wizard As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw . A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Burning Hands","Level":1,"Range":"Self (15-foot cone)","Damage":"3d6","School":"Evocation","Target":"Self (15-foot cone)","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-5,"data-DurationNum":0,"data-description":"As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Burning Hands","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (15-foot cone) Components: V, S Duration : Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Burning Hands","Save":"Dexterity","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Burning Hands","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (15-foot cone) Components: V, S Duration : Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Burning Hands","Save":"Dexterity","Level":1,"School":"Evocation","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Burning Hands","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw , taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Burning Hands","Level":1,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Burning Hands","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Fire Damage, Dexterity Save","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Burning Hands\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Burning Hands\\\",\\\"description\\\":\\\"A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\\\\nFlammable objects in the Cone that aren't being worn or carried start burning.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\nFlammable objects in the Cone that aren't being worn or carried start burning.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"Save":"Dexterity","Damage":"3d6","Damage Type":"Fire","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Burning Radiance","description":"A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire. The burning radiance ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Self (60 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Burning Radiance","description":"Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Instantaneous A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire. The burning radiance ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Burnt Offering","description":"1st-level abjuration (ritual) Casting Time: 10 minutes Range: Self Components: V, S, M (a pyre and slain animal) Duration: 24 hours By constructing a pyre and burning an animal’s corpse, you court the favor of the gods. For the duration, while you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can also reroll one saving throw you make during the duration. You can choose to reroll the saving throw after you roll the die, but must decide before the outcome is determined and must use the new roll.","properties":{"Category":"Spells","Level":1,"School":"abjuration (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Burst of Pollen","description":"3rd-level evocation Casting time: 1 action Range: self (15-foot-radius) Components: v, s, m (a petal from a white lily) Duration: instantaneous A cloud of deadly pollen bursts out from you in a 15-foot radius. Each creature in the cloud when it appears must make a constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Burst Organs","description":"8th-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a piece of dried roc liver) Duration: instantaneous You cause the vital organs of a creature you can see within range to swell and burst inside its body. The target must make a constitution saving throw. On a failed save, the target takes 6d10 necrotic damage and suffers one of the following effects of your choice. On a successful save, the target takes half the damage and doesn’t suffer an additional effect. The additional effect can be ended by a greater restoration, heal, or wish spell. Sundered vision. The range of the target’s senses is permanently reduced to 10 feet, regardless of its type of senses. Dissolved vitality. The target’s constitution score is permanently halved, and its hit point maximum is reduced accordingly. Shattered vigor. The target’s speed is permanently reduced to 10 feet, regardless of method of movement.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Burst Stone","description":"You cause the ground at a point you can see within range to explode. The ground must be sand, earth, or unworked rock. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The area then becomes difficult terrain with a 5-foot-deep pit centered on the point you chose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bury","description":"Bury 8th-level transmutation (bard, sorcerer, wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You dramatically increase the pull of gravity in a 30-foot-radius, 300-foot-high cylinder centered on a point on the ground within range. Creatures in this area are knocked prone and cannot lose this condition while there. A creature that enters the area for the first time on a turn or starts its turn there is knocked prone and takes 4d6 bludgeoning damage. A flying creature in the area immediately falls to the ground and is knocked prone. A creature must succeed on a Strength saving throw to move or perform any action. Each foot of movement while in the area costs a creature 3 extra feet. A prone creature that ends its turn in the cylinder must succeed on a Strength saving throw or be forced into the ground as gravity pulls it down. It is restrained and incapacitated by the crushing pressure and the ground around it, but it gains the benefits of three-quarters cover, as only the upper part of their body is visible. A creature can repeat the saving throw at the end of each of its turns, freeing itself from the ground on a success. If the spell lasts for its full duration, the ground cracks under the tremendous weight generated and becomes difficult terrain. Each 5-foot-square area requires at least 1 minute to clear by hand to remove the difficult terrain.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bury the Dead","description":"3rd-level abjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of grave dirt from a coffin) Duration: concentration, up to 1 minute You point at an undead you can see within range that doesn’t have the incorporeal movement trait. The target must be standing on the surface of an area of earth or stone that is large enough to contain the target’s entire body and that is at least 6 feet deep, or the spell fails. The target must make a wisdom saving throw. On a successful save, the target is restrained by earth or stone until the end of its next turn. On a failed save, the target is dragged up to 6 feet under the surface and is incapacitated and restrained until the spell ends. The displaced earth or stone becomes a mound on the surface in the space the target previously occupied. When the spell ends, the target is harmlessly pushed to the surface in the space it previously occupied or the nearest unoccupied space. If you concentrate on this spell for the full duration, the target remains restrained underground until it or another creature digs it out.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Busy Bee","description":"3rd-level conjuration Casting time: 1 minute Range: self Components: v, s, m (tiny carving of a bee worth 50 gp) Duration: 1 hour You summon a spirit that animates the bee carving for Up to 8 hours, which attaches to your clothing, sits on your equipment, or otherwise remains within 1 foot of you. If the bee is ever more than 1 foot away from you, this spell ends. When you lose concentration on a spell of 3rd level or lower, the spirit animating the bee takes over and maintains concentration on that spell until that spell ends or this spell ends, whichever has a shorter duration. While the spirit is maintaining concentration on a spell, you can’t cast a spell that requires concentration. The spirit can’t be attacked or destroyed, and its concentration can’t be interrupted. You can dismiss this spell at any time (no action required), and a dispel magic spell cast on the bee, if successful, ends this spell. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the spirit can concentrate on spells with a spell level up to the spell slot you used, and the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Butterfly Effect","description":"You cause a cloud of illusory butterflies to swarm around a target you can see within range. The target must succeed on a Charisma saving throw or be charmed for the duration. While charmed, the target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t take an action this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"By the Light of the Moon","description":"2nd-level divination Casting time: 1 action Range: self (30-foot radius) Components: v, s Duration: concentration, up to 1 minute The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all wisdom (perception) and intelligence (investigation) checks made in the area are made with advantage.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"By The Light Of The Moon","description":"You create a shaft of moonlight that fills a circular area 30 feet in diameter. The moonlight highlights that which is hidden or holds a useful clue. Wisdom (Perception) and Intelligence (Investigation) checks are made with advantage within the area or while searching that area.","properties":{"Category":"Spells","Level":2,"School":"Divination (Labyrinth)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"By The Light Of The Moon","description":"The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.","properties":{"Category":"Spells","Level":2,"School":"Divination (labyrinth)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"By the Light of the Watchful Moon","description":"4th-level divination Casting time: 1 action Range: 90 feet Components: v, s Duration: concentration, up to 1 minute Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful charisma saving throw resists the effect and is not picked out by the moon’s glow. The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"By The Light Of The Watchful Moon","description":"Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow. The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"By The Light Of The Watchful Moon","description":"Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they're enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's soft glow. The glow does not make invisible creatures visible, but it does mark the invisible creature's general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell's range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"Divination (Battle)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Calcified Memories","description":"Calcified Memories 2nd-level divination (ritual) (warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch the bones of a deceased creature. When you do so, a ghostly grey illusion of the fallen creature appears above its corpse to reenact the last 6 seconds of its life. The illusion only shows the creature’s actions, such as reacting to an unseen monster or choking from poisonous gas, but does not show the monster or effect causing the behavior. This spell has no effect on undead creatures. Once a corpse's death has been revealed in this way, it can’t be shown again for 24 hours.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Call a Roggenwolf","description":"Clerics of nature-focused deities, druids, and rangers can call on a nearby roggenwolf for aid. You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM’s discretion.","properties":{"Category":"Spells","Name":"Call a Roggenwolf","Level":2,"School":"Divination","Expansion":45,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"5 miles"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Call Lightning","description":"3rd level conjuration Casting Time: 1 action Range: 120 feet Components: V S Duration: Concentration, up to 10 minutes Classes: Druid A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range . A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw . A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Call Lightning","Save":"Dexterity","Level":3,"Range":"120 feet","Damage":"3d10","School":"Conjuration","Target":"A point in the air where a storm cloud could appear 100 feet directly above you","Classes":"Druid","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Damage Type":"Lightning","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.","Higher Spell Slot Die":"d10","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Call Lightning","description":"3rd-Level conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Call Lightning","Save":"Dexterity","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Call Lightning","description":"Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw , taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Name":"Call Lightning","Level":3,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Lightning","data-RangeAoe":"120 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Call Lightning","description":"Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Lightning Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Call Lightning\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Call Lightning\\\",\\\"description\\\":\\\"A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\\\\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. 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Under such conditions, the spell's damage increases by 1d10.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d10\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Call Lightning","data-description":"A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity","Damage":"3d10","Damage Type":"Lightning","data-RangeAoe":"120 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Call of Cinders","description":"Tier 1 fire smite Casting Time: 1 action Base Favor Cost: 0 Range: 30 feet Components (Required): V, S Resonances: You are in a very dry or flammable location such as somewhere it has not rained for at least a week or inside of a wooden palace (1 bonus favor), it is sunrise, sunset, or noon (bonus 1 favor) Duration: Instantaneous Effects: You call upon flame spirits to create or extinguish fire in your environment. If you choose to create fire, make a ranged invocation attack against one creature or object within range. On a hit, it takes 1d10 fire damage. A flammable object hit by this invocation ignites if it isn’t being worn or carried. If you choose to extinguish fire, choose an ignited creature or object within range and extinguish it. If that ignited object is an elemental or other creature that naturally produces flame, make a ranged invocation attack against it. On a hit, it suffers 1d10 cold damage. Alternatively, you can use this invocation to create or extinguish a small amount of fire without rolling, such as quickly lighting a set of torches within range with a gesture or snuffing out a campfire in range with a wave. If you light a torch or lantern this way, it burns for twice as long as it normally would despite only consuming the normal amount of fuel. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You blister your target, causing it to become vulnerable to cold and fire damage dealt by sources other than this invocation for one minute. 1+ favor: You increase the range by +10 feet per favor spent this way. 2 favor: You feed the power of the elements in your invocation, increasing the damage dealt by 1d10. 4 favor: You feed even greater power of the elements into your invocation, increasing the damage dealt by 3d10.","properties":{"Category":"Spells","Level":1,"School":"fire smite","Components":"V, S","Damage Type":"fire or cold","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Call of the Conclave","description":"You summon a centaur that appears in unoccupied spaces that you can see within range. The centaur disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned centaur which has its own turns. The centaur obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the centaur, it defends itself from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics ( Monster Manual ). At Higher Levels: If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use an 8th level spell slot, the spell lasts until it is dispelled or until the centaur reaches 0 hit points. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Call Shadow Mastiff","description":"You conjure a shadow mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part. The mastiff disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Call Shadow Mastiff","description":"You conjure a shadow mastiff from the Shadow Realm. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you (giving a command takes no action on your part), within its ability to act. The mastiff disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (Shadow)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Call Shadow Mastiff","description":"3rd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a dog’s tooth) Duration: concentration, up to 1 minute You tap into the power of the plane of shadow and conjure a large dog made of pure shadow in an unoccupied space you can see within range. The shadow mastiff disappears when it drops to 0 hit points or when the spell ends. The mastiff is friendly to you and your companions. Roll initiative for the mastiff, which has its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, the mastiff defends itself from hostile creatures, but otherwise takes no actions. The gm has the shadow mastiff’s statistics, using a dire wolf, except it is a monstrosity, it doubles its proficiency bonus when making dexterity (stealth) checks, and it has the bay action and the shadow stealth bonus action, both of which are described below: Bay. The shadow mastiff uses an action to release a terrifying howl. Each creature within a 30-foot cone of the mastiff must succeed on a dc 13 wisdom saving throw or become frightened for 1 minute. While frightened, a creature must take the dash action and move away from the mastiff by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the bay of shadow mastiffs for the next 24 hours. Shadow stealth. As a bonus action while in dim light or darkness, the mastiff takes the hide action.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Call Spirit","description":"4th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (the corpse of a humanoid that died no more than 1 hour ago) Duration: Instantaneous For the full casting time of the spell, you must remain within 10 feet of the corpse used as the material component. The spell, using the corpse as a focus, reaches into the beyond and drags the creature’s spirit back into the realm of the living, creating a shadow . Once you create an undead with this spell, the corpse can’t be used as a material component for this spell again. An undead created with this spell has double the hit points listed in its stat block, and retains the personality of the creature used to create it. Though it may or may not be friendly toward you depending on how it interacted with you prior to its death, it treats you as though you are its ally while you are in control of it. On each of your turns, you can mentally command the undead created with this spell if it is within 60 feet of you (no action required by you). If the undead created with this spell created its own undead, you can command any or all of those creatures at the same time, issuing the command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it and becomes hostile to you and your companions. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over the creature, rather than animating a new one. If the undead created with this feature created its own undead, those undead are destroyed at the end of the 24-hour period, whether you reasserted control over the original or not. If you cast the spell to create a new undead, any previous undead you’ve created with the spell is destroyed. At Higher Levels. When you cast this spell using a 5th-level or higher spell slot, you can create or reassert control over an indentured spirit ( Guildmaster’s Guide to Ravnica ) or specter . When you cast this spell using a 6th-level or higher spell slot, you can create or reassert control over a poltergeist or will-o’-wisp . When you cast this spell using a 7th-level or higher spell slot, you can create or reassert control over a sword wraith warrior ( Mordenkainen’s Tome of Foes ). When you cast this spell using an 8th-level or higher spell slot, you can create or reassert control over a banshee or ghost . When you cast this spell using a 9th-level spell slot, you can create or reassert control over an allip ( Mordenkainen’s Tome of Foes ) or wraith .","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Call to the Woods","description":"2nd-level transmutation (ritual) Casting Time: 1 action Range: Self Components: V Duration: 8 hours You warn every denizen of a forest of an intruder. All beasts of CR 1/8 or lower that aren’t hostile to you within 1 mile of you become frightened, and seek out their lairs or another safe place in which to hide. All fey creatures or elves that aren’t hostile to you within 1 mile of you immediately know the nature of the threat, as described in no more than ten words.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Calm Beasts","description":"You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects. Suppress Hold. You can suppress any effect causing the target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Suppress Hostility. You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Calm Emotions","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its frie⁠nds being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.","properties":{"Category":"Spells","Name":"Calm Emotions","Level":2,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Calm Emotions","description":"2nd level enchantment Casting Time: 1 action Range: 60 feet Components: V S Duration: Concentration, up to 1 minute Classes: Bard , Cleric You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw ; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened . When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.","properties":{"Category":"Spells","Name":"Calm Emotions","Level":2,"Range":"60 feet","School":"Enchantment","Target":"Each humanoid in a 20-foot-radius sphere centered on a point you choose within range","Classes":"Bard, Cleric","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.<br />You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.<br />Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Calm Emotions","description":"Level 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature ): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened , those conditions are suppressed for the duration. The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage . When the spell ends, the creature’s attitude returns to normal.","properties":{"Category":"Spells","School":"Enchantment","Name":"Calm Emotions","Level":2,"Casting Time":"Action","Components":"V S","Save":"Charisma","data-RangeAoe":"60 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Calm Emotions","description":"Level 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Charisma Save, Buff, Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Calm Emotions\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Calm Emotions\\\",\\\"description\\\":\\\"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\\\\nThe creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\\\\nThe creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Calm Emotions Attack\",\"parent\":\"Calm Emotions\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Calm Emotions\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"Either the creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration, or the creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage (choose for each creature).\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Calm Emotions","data-description":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\nThe creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\nThe creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","data-CastNum":2,"data-RangeNum":60,"Save":"Charisma","data-RangeAoe":"60 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Calm of the Storm","description":"3rd-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (an amethyst worth 250 gp, which the spell consumes) Duration: Instantaneous While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Calm Of The Storm","description":"While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the wild surge can be 1 minute longer for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (Chaos)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Calm Of The Storm","description":"While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Calm Undead","description":"This spell soothes and quiets an undead creature, bathing them in a soft cerulean light that emanates from the caster, rendering them docile and harmless. Only mindless undead or those with Intelligence score of 2 or less can be affected by this spell. The target must succeed on a Charisma saving throw, becoming incapacitated on a failed save. Any threat breaks the spell on the threatened undead, who return to their previous behavior when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional target for each slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Can’t Trip","description":"Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet. The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V,S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Can'trip","description":"Abjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round Class: Bard, Sorcerer, Warlock, Wizard You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell’s range. The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Can’trip","description":"You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell’s range. The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Candle's Insight","description":"Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true. Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Candle's Insight","description":"1st-Level Divination Casting Time: 1 action Range: 10 feet Components: V, S, M (a blessed candle) Duration: 10 minutes Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true. Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Candy Blast","description":"Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You summon a handful of hard candy—boiled sweets, mints, jelly beans, etc.—and hurl them at a target you can see within range. Make a ranged spell attack roll. On a hit, the target takes 1d8 bludgeoning damage, and the space it is standing in, up to a 5-foot square, becomes difficult terrain until a creature uses an action to gather up the fallen candy. The candy produced by this spell is edible, but has no nutritional value. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":26275,"Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cannibalize","description":"3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a sharpened fork, which is stabbed into the target’s flesh) Duration: 1 minute (save ends partial) Your touch saps the life force of your target, draining their strongest aspect and empowering you. One creature you touch must succeed on a Constitution saving throw or gain a special Injury of Handicap III severity, “Cannibalized”. While Injured in this way, the creature’s highest ability score is reduced by 2 (along with all associated bonuses, not including max hp). Additionally, your ability score is increased by 2. At the end of each of its turns, the creature may repeat the saving throw to remove the Injury, but the bonus to your ability score remains until the spell ends. At Higher Levels. For every two levels beyond 3rd, the ability score reduction increases by 2, as does the increase to your ability score.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Cannotrip","description":"Choose a creature you can see within range. Each time the target tries to cast a spell of equal or lower level than this spell, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not its spell slot). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you inhibit spells 1 spell level higher for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":23695,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Capacitor","description":"A 60-foot-radius sphere of pulsing energy spreads light out from a point you choose within range. The sphere is bright light of a color of your choice, and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a case or a heavy blanket, blocks the light. If any of this power’s area overlaps with an area of darkness created by a rank 3 power or lower, the power that created the darkness is nullified.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Card Trick","description":"Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a deck of playing cards) Duration: Instantaneous With a flash of your hands, you fling a playing or tarot card charged with energy at your opponents. Choose whether you make a ranged spell attack roll or for the target to make a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d6 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Caress of Earth","description":"Tier 1 ear th mending Casting Time: 10 minutes Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are at a blacksmith’s forge (1 bonus favor), you are in an area of high volcanic activity (2 bonus favor) Duration: Instantaneous Effects: You point at a damaged, non-magical object in range and restore it to a better state. If the object has lost hit points, you restore 1d8 hit points to it. Otherwise, it becomes narratively repaired, flaws and damaged sections weaving back together until it is functional again. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 minute.” 1 favor: You can target elemental and construct creatures with this invocation, healing them in the same manner as an object. 1+ favor: You amplify the restoration, restoring an additional 1d8 hit points to the object per favor spent this way (or further restoring its narrative capabilities, at the GM’s discretion). 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: You restore one additional object in range per favor spent this way. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 action.” 3 favor: You invoke the spirit of the object, allowing you to affect magic items (such as awakened items) with this invocation.","properties":{"Category":"Spells","Level":1,"School":"earth mending","Components":"V, S","Damage Type":"hit points repaired","Casting Time":"10 minutes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Carmello-Volta's Irksome Preserves","description":"At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component. The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Carmello-Volta's Irksome Preserves","description":"2nd-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small berry or a piece of fruit) Duration: Concentration, up to 1 minute At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends, and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it’s eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam’s flavor is determined by the material component. The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Carniverous Mushroom","description":"A mushroom you touch grows teeth and a carnivorous appetite, gaining a bite attack using your spell attack bonus that deals 2d8 piercing damage and the target is grappled. At the beginning of each of the target’s turns, it can attempt a Dexterity saving throw to escape. The mushroom automatically hits with its bite attack against a creature it has grappled. If this spell is cast on a fungoid creature, such as a funglet or vegepygmy, it can make a bite attack as a bonus action once per round.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Cascade of Light","description":"Flame-like radiance descends in sharp lances down onto an area around a single point. Each creature in a 20-foot-radius sphere centered on a point of your choosing must make a Dexterity saving throw. A target takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. Creatures in the area gain no benefit from cover for this saving throw. Each fiend or undead in the area that fails its saving throw must immediately move up to its speed away from the point you designated. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cast Stone","description":"You throw a single small rock at a target and it changes mid-flight to a giant boulder. Make a ranged spell attack. On a hit, the target takes 3d10 bludgeoning damage and the target must succeed on a Strength saving throw or be knocked prone. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cast-Iron Weave","description":"Cast-Iron Weave Requirements: Level 18 Casting Time: 1 action Range: Self Duration: 1 minute Cost: 4 WP / special For the duration, no actions are possible within a radius of 30 foot radius sphere around the philosopher; the effect moves with the philosopher. Affected characters will just stand around impotently, unable even to speak coherently unless they make a successful Wisdom saving throw against the philosopher’s spell save DC. The philosopher can move with difficulty (at 1/4 normal rate, rounded down) if he expends an extra WP, and can move normally if he expends 3 WP. The feature can be amended on the spot to allow selected characters to take actions, with an extra WP expenditure of 3 WP for each excepted character.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Cat Call","description":"2nd-level Conjuration Casting Time: 1 Action Range: 60 feet Components: V, S Duration: 1 hour You summon fey spirits that take the form of feline beasts and appear in unoccupied spaces that you can see within range. Roll a d8 to determine which cat or cats appear. d8 Summoned Cat 1 2 cats 2 5 cats 3 1 panther 4 2 panthers 5 1 lion 6 2 lions 7 1 tiger 8 1 saber-toothed tiger Each feline beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":32955,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Cataclysm","description":"The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 1d8 psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Cataclysmic Failure","description":"8th-level divination Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you succeeds on a saving throw or uses its Legendary Resistance trait Range: 60 feet Components: V, S (ebony scissors) Duration: Instantaneous You conspire with the forces of destiny to create the worst case scenario for the triggering creature. You change the creature’s successful saving throw to a failure. If the effect that required the saving throw would deal damage to the creature, the creature takes double damage from the effect this turn.","properties":{"Category":"Spells","Level":8,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when a creature you can see within 60 feet of you succeeds on a saving throw or uses its Legendary Resistance trait","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Catapult","description":"You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Transmutation (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"400 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Catapult","description":"1st-Level Transmutation Casting Time : 1 action Rang e: 150 feet Components: S Duration : Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Catapult","description":"1st-Level Transmutation Casting Time : 1 action Rang e: 150 feet Components: S Duration : Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Transmutation","Expansion":6,"Components":"S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Catapult","description":"6th-Level Transmutation Casting Time: 1 action Range: 400 feet Components: V, S, M (a small platinum lever and fulcrum worth 400 gp) Duration: Instantaneous You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"400 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Catapult (Midgard)","description":"You magically hurl an object or creature weighing 500 lb. or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone. At Higher Levels. When you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.","properties":{"Category":"Spells","Level":6,"School":"Transmutation (Clockwork)","Expansion":9,"Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Catch the Breath","description":"3rd-Level Transmutation Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack Range: Self Components: V Duration: Instantaneous You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V","Casting Time":"1 reaction, which you take when you make a saving throw against a breath weapon attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Catch The Breath","description":"You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (Dragon)","Components":"V","Damage Type":"Force","Casting Time":"1 reaction, which you take when you make a saving throw against a breath attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Catch The Breath","description":"You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V","Damage Type":"Force","Casting Time":"1 reaction, which you take when you make a saving throw against a breath weapon attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Catnap","description":"3rd-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: S, M (a pinch of sand) Duration : 10 minutes You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Enchantment","Expansion":6,"Components":"S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Cause Fear","description":"1st-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V Duration : Concentration, up to 1 minute You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Caustic Blade","description":"Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a melee weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is acid damage instead of its normal type. If you miss by 3 or less, acid splashes on the target, and you instead deal 1d8 acid damage. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d8. Both damage rolls increase by one die at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, M","Damage Type":"acid","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Caustic Blood","description":"Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S","Damage Type":"Acid","Casting Time":"1 reaction, which you take when an enemy’s attack deals piercing or slashing damage to you","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Caustic Blood","description":"2nd-Level Transmutation Casting Time: 1 reaction, which you take when an enemy’s attack deals piercing or slashing damage to you Range: Self (30-foot radius) Components: V, S Duration: Instantaneous Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when an enemy’s attack deals piercing or slashing damage to you","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Caustic Blood","description":"Your blood becomes caustic when exposed to the air. When you take damage, you can use your reaction to select up to three targets within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Caustic Grip","description":"For the spell's duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 acid damage to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. A creature restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid damage. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Expansion":29025,"Components":"S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Caustic Remark","description":"Caustic Remark Casting Time: 1 action Range: 60 feet Duration: instantaneous Cost: – You make a devastatingly snarky remark the way only you can. If the target can hear and understand you, it must succeed on an Intelligence saving throw or take 1d4 psychic damage and also suffer a –2 to its Armor Class until the end of your next turn. This feature‘s psychic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Intelligence","Level":0,"School":"–","Components":"M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Caustic Shot","description":"You fling a blob of acid at single creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 acid damage. You deal an additional 1d6 acid damage if the target is within 10 feet of you. If the spell hits an object, the hit is automatically a critical hit. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Caustic Torrent","description":"A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half damage with a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature repeats the Constitution saving throw at the end of its turn, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"Conjuration (Elemental)","Components":"V S M","Damage Type":"Acid","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Caustic Torrent","description":"A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Damage Type":"Acid","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Caustic Torrent","description":"8th-Level Conjuration Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a chip of bone pitted by acid) Duration: Instantaneous A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 Hit Points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Caustic Touch","description":"Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Caustic Touch","description":"Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Caustic Waste","description":"You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (apocalypse)","Expansion":5764,"Components":"V, S, M","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Caustic Waste","description":"4th-level evocation Casting time: 1 action Range: 120 feet Components: v, s, m (a vial of poison, acid, or other caustic substance) Duration: concentration, up to 1 minute You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful dexterity saving throw. A creature can take this damage only once per turn. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cave Dragon's Dominance","description":"You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cave Dragon's Dominance","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing Speed of 40 feet.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cecily's Stormshot","description":"Evocation cantrip Casting time: 1 action Range: 90 feet Components: v, s Duration: instantaneous You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightning at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage. This spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 and 4d10).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Celebration","description":"You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th. Ritual Focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"Enchantment (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Celebration","description":"You create a 30-foot-radius area around a point that you choose within range. Intelligent creatures that enter the area or begin their turn there and fail a Wisdom saving throw engage in revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell expires, preferring to enjoy the festivities. Affected creatures forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking extends regardless of an affected creature's agenda or alignment. Assassins procrastinate, servants join in the celebration rather than serve, guards abandon their posts. The effect ends on creatures that are attacked, that take damage, or that are forced to leave the area. Those whose saving throw succeeds can enter or leave the area without danger of being enchanted. A creature that failed the saving throw and is removed from the area must repeat the saving throw if they return to the area. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th. Ritual Focus. If you expend your ritual focus, unaffected intelligent creatures must make a new saving throw every time they begin their turn in the area of effect, even if they've previously saved against the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"Enchantment (Ritual; High Elven)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Celebration","description":"7th-level enchantment (ritual) Casting time: 1 action Range: 90 feet Components: v, s, m (a small party favor) Duration: 1 hour You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area. Ritual focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"enchantment (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Celerity","description":"Choose a willing creature that you can see within range. For the duration, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the talent’s effect ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Celestial Fanfare","description":"A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half. Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to onequarter and negates the blinding and deafening effects. Good-aligned creatures are not harmed by this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Evocation (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Thunder","Casting Time":"1 action "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Celestial Fanfare","description":"6th-Level Evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (miniature trumpet worth 100 gp) Duration: Instantaneous A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half. Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to one‑quarter and negates the blinding and deafening effects. Good-aligned creatures are not harmed by this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cellular Renewal","description":"You deliver a regenerative solution to a creature that you can see within range. The treatment causes the creature to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on automatons or constructs. At Higher Ranks. When you use this power at rank 7 or higher, the healing increases by 10 for each rank above 6.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ceremony","description":"1st-Level abjuration (ritual) Casting Time : 1 hour Rang e: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration : Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Lightning","description":"6th level evocation Casting Time: 1 action Range: 150 feet Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous Classes: Sorcerer , Wizard You create a bolt of lightning that arcs toward a target of your choice that you can see within range . Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw . The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.","properties":{"Category":"Spells","Name":"Chain Lightning","Save":"Dexterity","Level":6,"Range":"150 feet","Damage":"10d8","School":"Evocation","Target":"A target of your choice that you can see within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","data-List":"false","Components":"V S M","Damage Type":"Lightning","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Lightning","description":"6th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration : Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.","properties":{"Category":"Spells","Name":"Chain Lightning","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chain Lightning","description":"You unleash a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 7 or higher, one additional bolt leaps from the first target to another target for each rank above 6.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Elemental","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"150 feet "},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Chain Lightning","description":"Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target . A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw , taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":32231,"Components":"V S M","Damage Type":"Lightning","Casting Time":"Action","Name":"Chain Lightning","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chain Lightning","description":"Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"Range":"150 feet","Damage":"10d8","School":"Evocation","Target":"A target of your choice that you can see within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"three silver pins","Expansion":33335,"data-List":"false","Components":"V S M","Damage Type":"Lightning","filter-Tags":"Dexterity Save, Lightning Damage, Inflict Damage","Casting Time":"Action","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Chain Lightning\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Chain Lightning\\\",\\\"description\\\":\\\"You launch a lightning bolt toward a target you can see within range. 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One additional bolt leaps from the first target to another target for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"three silver pins\\\"}}\"},{\"name\":\"Chain Lightning Attack\",\"parent\":\"Chain Lightning\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Chain Lightning\\\",\\\"range\\\":\\\"150 feet\\\",\\\"description\\\":\\\"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Using a Higher-Level Spell Slot, one additional bolt leaps from the first target to another target for each spell slot level above 6.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target takes10d8 Lightning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Chain Lightning Damage\",\"parent\":\"Chain Lightning Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Lightning\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.","Name":"Chain Lightning","data-description":"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\nEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chained Corpse Explosion","description":"5th-level necromancy Casting Time: 1 action Range: 40 feet Components: V, S, M (grave dirt) Duration: Instantaneous You overload several nearby corpses with necrotic energy, causing them to bloat - then explode in a shower of body parts. Choose up to three corpses you can see within 20 feet of each other as the targets of this spell, with at least one corpse within the spell’s range. If you target an undead creature with this spell, it must make a Constitution saving throw or take 5d6 force damage, exploding as described below if this damage destroys it. Each creature within 10 feet of one of the corpses targeted by the spell must make a Dexterity saving throw. On a failed save creatures take 5d6 bludgeoning damage and are poisoned for 1 minute. A creature can repeat the saving throw at the end of its turn ending the effect on a success. On a successful save, creatures take half damage and are not poisoned. At Higher Levels. When cast using a spell slot of 6th level or higher, you may choose an additional corpse for each level greater than 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"necromancy","Components":"V, S, M","Damage Type":"bludgeoning and poisoned for 1 minute","Casting Time":"1 action","data-RangeAoe":"40 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Chains of Justice","description":"3rd-level conjuration Casting time: 1 action Range: 60 feet Components: v Duration: concentration, up to 1 minute Chains erupt from a point on the ground you can see within range. The chains cover the ground in a 20-foot radius centered on that point. For the duration, the chains turn the ground in the area into difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a dexterity saving throw. On a success, it wriggles free of the chains. Until the spell ends, you can use a bonus action on each of your subsequent turns to tighten the chains around one creature restrained by the chains. The target must succeed on a strength saving throw or take 2d6 radiant damage and be knocked prone.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Components":"V","Damage Type":"radiant","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chains of Perdition","description":"3rd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a few links of iron chain) Duration: Concentration, up to 1 minute Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chains Of Perdition","description":"Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration (fiendish)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chains of the Goddess","description":"5th-Level Enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (1 foot of iron chain) Duration: Concentration, up to 1 minute Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chains Of The Goddess","description":"Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment (Clockwork)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Chains Of The Goddess","description":"Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chains of Torment","description":"4th-Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (an iron chain link dipped in blood) Duration: Concentration, up to 1 minute You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time. As an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chains Of Torment","description":"You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time. As an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chamber of Restoring Amber","description":"4th-level abjuration Casting time: 1 minute Range: self (15-foot-radius hemisphere) Components: v, s, m (a piece of amber worth at least 50 gp) Duration: 10 minutes A 15-foot-radius immobile dome of amber springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area. The amber can fit up to twelve medium or smaller creatures inside of it. The spell fails if its area includes a larger creature or more than twelve creatures. Only creatures you designate can enter the dome through an entrance in one of the dome’s walls. All other creatures are barred from entering the amber dome. Spells and other magical effects can’t extend through the amber or be cast through it. The atmosphere inside the amber is comfortable and dry, regardless of the weather outside. The interior is dimly lit in a soft, amber glow. The amber is opaque from the outside, but it is transparent from the inside. A creature that remains in the amber for its full duration gains the benefits of a short rest, and it can’t be affected by this spell again until it finishes a long rest.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chameleon Skin","description":"You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured. If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Chameleon Skin","description":"Chameleon Skin 1st-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Touch Components: V, S, M (red, yellow, and blue pigment) Duration: Concentration, up to 10 minutes Class: Bard, Druid, Ranger, Tamer, Wizard You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured. If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Chameleon's Mask","description":"As a part of this spell and as an action on each subsequent turn in which you maintain concentration on this spell, you can take the Hide action but make an Intelligence (Arcana) check instead of a Dexterity (Stealth) check to hide. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, you can hide even if you are not obscured so long as you are adjacent to a solid surface. When you do, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on your check made to hide, as your form’s color shifts to camouflage you.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Champion's Weapon","description":"A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Champion's Weapon","description":"2nd-Level Conjuration Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chandra's Pyrohelix","description":"You create a helix of flame that moves to encircle up to two target creatures within range. Each target creature must make a Dexterity saving throw. A target takes 3d6 fire damage, or half as much damage on a successful one. If you selected one target instead of three, the target instead takes 5d6 fire damage on a failure, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Expansion":32309,"Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Channel Fiendish Power","description":"You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities: Darkvision with a range of 120 feet, unimpeded by magical darkness. Immunity to fire damage. Immunity to poison damage and the poisoned condition. Advantage on saving throws against spells and other magical effects. Resistance to one of the following damage types: cold, fire, or lightning. Resistance to bludgeoning, piercing, and slashing damage from weapons that aren’t silvered. Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Claws that grant you a melee weapon attack that deals 1d8 slashing damage. Wings that grant you a flying speed of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose one additional benefit to be granted by the spell for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (fiendish)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Channel Fiendish Power","description":"5th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (an amulet inscribed with a demonic or diabolic symbol) Duration: 10 minutes You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities: Darkvision with a range of 120 feet, unimpeded by magical darkness. Immunity to fire damage. Immunity to poison damage and the poisoned condition. Advantage on saving throws against spells and other magical effects. Resistance to one of the following damage types: cold, fire, or lightning. Resistance to bludgeoning, piercing, and slashing damage from weapons that aren’t silvered. Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Claws that grant you a melee weapon attack that deals 1d8 slashing damage. Wings that grant you a flying Speed of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose one additional benefit to be granted by the spell for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chant of Vitu-Ghazi","description":"An aura of positive energy extends out from you, turning what would be lethal damage into healing energy for you. Any creature that would deal damage to another creature in the aura must make a Wisdom saving throw before that damage is dealt. On a failure, the creature deals no damage but still makes a damage roll. Whether the save succeeds or fails, you heal a number of hit points equal to the damage roll. If this healing would heal an amount greater than your maximum hit points, you instead gain temporary hit points equal to the excess amount. Temporary hit points that would be gained by this spell’s effect stack with temporary hit points you have already gained from this spell and last 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Chaos Bolt","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this casting of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Evocation","Expansion":6,"Components":"V S","Damage Type":"see text","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chaos Bolt (Ravnica)","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this casting of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.","properties":{"Category":"Spells","Name":"Chaos Bolt","Level":1,"School":"Evocation","Expansion":7,"Components":"V S","Damage Type":"see text","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Chaos Sting","description":"As part of the action used to cast this spell, you must make a melee attack with a dagger against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, takes an additional 1d8 psychic damage, and the target drops anything that its holding. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Chaos Wave","description":"5th-level evocation Casting Time: 1 action Range: Self (100-foot line) Components: V, S Duration: Instantaneous You hurl a wave of undulating, chaotic energy in a line 100 feet long and 15 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much on a successful one. A creature also becomes subject to an additional effect on a failed save. The spell’s damage type and additional effect are determined by which number appears most on the damage dice after the roll; if two or more numbers are tied, you choose one damage type and one additional effect from among the tied numbers’ possibilities. For example, If you roll four 1s and four 8s for the spell’s damage roll, you can choose for the spell to deal either acid or thunder damage, and for every creature who failed its saving throw to be either stunned or deafened until the start of your next turn. Chaos Wave Damage Type Number Damage Type Additional Effect 1 Acid A creature that fails its saving throw is stunned until the start of your next turn. 2 Cold A creature that fails its saving throw is restrained until the start of your next turn. 3 Fire A creature that fails its saving throw is frightened by you until the start of your next turn. 4 Force A creature that fails its saving throw takes an additional 1d8 force damage and is knocked prone. 5 Lightning A creature that fails its saving throw is blinded until the start of your next turn. 6 Poison A creature that fails its saving throw is poisoned until the start of your next turn. 7 Psychic A creature that fails its saving throw is charmed by you until the start of your next turn. 8 Thunder A creature that fails the saving throw is deafened until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chaos Weapon","description":"4rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (5 gp worth of blackpowder or alchemist’s fire, which the spell expends) Duration: Concentration, up to 1 hour You imbue a weapon you touch with volatile magic. If the weapon isn’t already a magic weapon, it becomes one for the duration. Until the spell ends, the weapon emits bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, weapon attacks made with it score a critical hit on a roll 19 or 20 on the d20, and the first time each turn a creature scores a critical hit using the weapon, an explosion of arcane energy bursts from the point of impact. Each creature other than the weapon’s wielder within 10 feet of the target must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much on a successful one. The weapon’s wielder chooses one of the d8s. The number rolled on that die determines the explosion’s damage type as shown below. If the same number is rolled on two or more of the d8s, the explosion’s radius increases to 20 feet. Chaos Weapon Damage Type Number Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, weapon attacks made using the weapon score a critical hit on a roll of 18-20 on the d20, and the explosion’s damage increases to 3d8. When you use a spell slot of 8th or 9th level, weapon attacks made using the weapon score a critical hit on a roll of 17-20 on the d20, and the explosion’s damage increases to 4d8.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S, M","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chaotic Contrition","description":"3rd-level enchantment Casting time: 1 action Range: 60 feet Components: v Duration: 1 minute You fill one creature you can see within range with profound remorse and guilt. The target must succeed on a wisdom saving throw or be incapacitated until the end of its next turn. When the condition ends on the target, the nearest hostile creature within 30 feet of the first target must make the saving throw, becoming incapacitated until the end of its next turn on a failed save. If more than one creature qualifies, you break the tie and choose which of those creatures becomes the spell’s next target. This effect continues to hop from one creature to the next in this way until a creature succeeds on the saving throw or no valid targets are within range. A creature can’t become the target of this effect more than once per casting of this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chaotic Flowerfall","description":"9th-level conjuration Casting time: 1 action Range: 150 feet Components: v, s, m (a posy of flowers) Duration: instantaneous A shower of flowers falls across the ground at ten different points you can see within range. The flowers fall in 10-foot cubes centered on each point, and each cube must be contiguous with at least one other cube. Each friendly creature in a cube chooses one of the following when the flowers appear—it regains 10d6 hit points or it is cured of all diseases and all the following conditions: blinded, charmed, deafened, paralyzed, petrified, and poisoned. Each hostile creature in a cube must make a dexterity saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one cube of falling flowers is affected only once.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chaotic Form","description":"You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by chaotic form. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chaotic Form","description":"You cause the form of a willing creature to become malleable, dripping and flowing according to the target's will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size category smaller than itself. The target's movement is halved while it's affected by chaotic form. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Transformation (Chaos)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Chaotic Form","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by chaotic form. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chaotic Vitality","description":"Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a creature's normal maximum are temporary hit points that last for 1 round/caster level. For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster's case, 5 of those hp are temporary and will last 3 rounds. Hit Point Flux Size HP 01-09 0 10-39 1 40-69 25% of combined total 70-84 50% of combined total 85-94 75% of combined total 95-99 100% of combined total 100 200% of combined total and both creatures gain the effect of a haste spell lasting 1 round per caster level At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum hit dice of the affected creature increases by 2 for each slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chaotic Vitality","description":"Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a creature's normal maximum are temporary hit points that last for 1 round/caster level. For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster's case, 5 of those hp are temporary and will last 3 rounds. Hit Point Flux Size HP 01-09 0 10-39 1 40-69 25% of combined total 70-84 50% of combined total 85-94 75% of combined total 95-99 100% of combined total 100 200% of combined total and both creatures gain the effect of a haste spell lasting 1 round per caster level At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum hit dice of the affected creature increases by 2 for each slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (Chaos)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Chaotic Vitality","description":"2nd-Level Conjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any Hit Points gained beyond a creature’s normal maximum are temporary Hit Points that last for 1 round per caster level. For example, a 3rd-level spellcaster who currently has 17 of her maximum 30 Hit Points casts chaotic vitality on a creature with 54 Hit Points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 Hit Points each. In the spellcaster’s case, 5 of those Hit Points are temporary and will last for 3 rounds. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd. Hit Point Flux Size HP 01–09 0 10–39 1 40–69 25 percent of total 70–84 50 percent of total 85–94 75 percent of total 95–99 100 percent of total 100 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chaotic World","description":"You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"Illusion (chaos)","Expansion":5764,"Components":"V, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chaotic World","description":"You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. All enemies within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone. They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell's area of effect.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"Illusion (Chaos)","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Chaotic World","description":"6th-Level Illusion Casting Time: 1 action Range: 60 feet Components: V, M (seven irregular pieces of colored cloth that you throw into the air) Duration: Concentration, up to 1 minute You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"illusion","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Char","description":"You create an intensely hot mote of flame and hurl it at a creature that you can see within range. You take 1d6 points of fire damage from this spell, which cannot be redirected, resisted, or avoided. Make a ranged spell attack against the target. If the attack hits, the creature takes 3d12 fire damage. At Higher Levels. If you use a spell slot of 3rd level or higher, the damage to you increases by 1d6 (2d6) and the damage to the target increases by 2d12 (5d12). If you use a spell slot of 5th level or higher, the damage to you increases by 1d6 (3d6) and the damage to the target increases by 2d12 (7d12). If you use a spell slot of 7th level or higher, the damage to you increases by 1d6 (4d6) and the damage to the target increases by 2d12 (9d12). If you use a spell slot of 9th level or higher, the damage to you increases by 1d6 (5d6) and the damage to the target increases by 2d12 (11d12).","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Charm Crowd","description":"7th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour You attempt to charm any number of creatures you can see within range. Each target must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. Each charmed creature is friendly to you. When the spell ends, each creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the range increases by 30 feet for each slot level above 7th.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Charm Monster","description":"4th-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : 1 hour You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Charm Monster","description":"Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw . It does so with Advantage if you or your allies are fighting it. On a failed save , the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Enchantment","Name":"Charm Monster","Level":4,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Charm Monster","description":"Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Charmed, Inflict Condition","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Charm Monster\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Charm Monster\\\",\\\"description\\\":\\\"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Charm Monster Attack\",\"parent\":\"Charm Monster\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Charm Monster\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target has the Charmed condition until the spell ends or until you or your allies damage it.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Charm Monster","data-description":"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","Level":4,"Casting Time":"Action","Duration":"1 hour","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Charm of Great Fondness","description":"2nd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 hour You attempt to charm a humanoid you can see within range. It makes a wisdom saving throw, with advantage if you or your companions are fighting it or if you are not the same species as the target. If the saving throw fails, the targeted humanoid becomes quite fond of you until the duration expires or until you or any of your companions do anything harmful to it. The charmed creature regards you as a potential romantic partner and seeks to attract you in whatever manner is most appropriate to it. It might tell you jokes or clown around, give you a (modest) gift, flirt gently, flex its muscles and demonstrate its athletic prowess, or compose a love poem to you. When the spell ends, the creature knows it was charmed by you. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. If two or more creatures fail their saving throws, they fall to bickering between themselves over who is more worthy of your affection.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Charm Of Great Fondness","description":"You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or if you are not the same species as the target. If the saving throw fails, the targeted humanoid becomes quite fond of you until the duration expires or until you or any of your companions do anything harmful to it. The charmed creature regards you as a potential romantic partner and seeks to attract you in whatever manner is most appropriate to it. It might tell you jokes or clown around, give you a (modest) gift, flirt gently, flex its muscles and demonstrate its athletic prowess, or compose a love poem to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. If two or more creatures fail their saving throws, they fall to bickering between themselves over who is more worthy of your affection.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Charm of Long Standing","description":"1st-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 day per caster’s spellcasting level This spell functions as charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Charm Of Long Standing","description":"As charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Charm Person","description":"1st level enchantment Casting Time: 1 action Range: 30 feet Components: V S Duration: 1 hour Classes: Bard , Druid , Sorcerer , Warlock , Wizard You attempt to charm a humanoid you can see within range . It must make a Wisdom saving throw , and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Charm Person","Level":1,"Range":"30 feet","School":"Enchantment","Target":"A humanoid you can see within range","Classes":"Bard, Druid, Sorcerer, Warlock, Wizard","Duration":"1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":9,"data-description":"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Charm Person","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charm⁠ed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was char⁠med by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Charm Person","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Charm Person","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charm⁠ed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was char⁠med by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Charm Person","Level":1,"School":"Enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Charm Person","description":"Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw . It does so with Advantage if you or your allies are fighting it. On a failed save , the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Charm Person","Level":1,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Charm Person","description":"Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Charmed, Inflict Condition","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Charm Person\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Charm Person\\\",\\\"description\\\":\\\"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Charm Person Attack\",\"parent\":\"Charm Person\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Charm Person\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target has the Charmed condition until the spell ends or until you or your allies damage it.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Charm Person","data-description":"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","Level":1,"Casting Time":"Action","Duration":"1 hour","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Charnel Banquet","description":"You transform a field of carrion into an empowering feast. For the duration, all creatures of your choice can consume the decaying flesh of any creature. If a creature has eaten of the carrion for the duration, it recovers 10d6 hit points, recovers half its expended Hit Dice (minimum 1), removes half its levels of exhaustion (minimum 1), and gains all the benefits of finishing a short rest. Creatures affected by this spell must succeed on a Constitution saving throw at the end of the duration or be poisoned for 1 hour. At Higher Levels. If this spell is cast using a 9th-level slot, the affected creatures remove all levels of exhaustion gained and recover all expended Hit Dice in addition to the effects noted above.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Charnel Banquet","description":"7th-level necromancy (ritual) Casting time: 1 minute Range: self (30-foot radius) Components: v, s, m (a silk handkerchief) Duration: 10 minutes This spell transforms a field of carrion to an empowering feast. For the duration, all creatures of your choice can consume the decaying flesh of any creature. When the spell’s duration elapses, if a creature has eaten carrion for the entirety, it recovers 10d6 hit points, recovers half its expended hit dice (minimum 1), removes half its levels of exhaustion (minimum 1), and gains all the benefits of finishing a short rest. Creatures affected by this spell must succeed on a constitution saving throw at the end of the duration or be poisoned for 1 hour. At higher levels. If this spell is cast using a 9th level slot, the affected creatures recover from all levels of exhaustion they’ve gained and recover all expended hit dice in addition to the effects noted above.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chasm of Despair","description":"Chasm of Despair Requirements: Level 9, Stutters of Confusion Casting Time: reaction Range: 60 feet Duration: instantaneous Cost: 3 WP, invested until the target makes a successful saving throw Over the course of at least a short, possibly casual conversation, the philosopher can sow the seeds of blackest despair in the victim.This feature works like Stutters of Confusion, but instead of a penalty on rolls the victim gains 1 Dismay per day until a successful Wisdom saving throw is made (roll once per day). Dismay accumulated up to this point remains and can be dealt with as normal. Initial saving throw is Wisdom.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"–","Components":"M","Casting Time":"reaction","data-RangeAoe":"60 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Cheat","description":"You subtly twist your fingers and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of skill. Therefore, this spell could influence a game of poker, but not the result of a magic deck of cards.","properties":{"Category":"Spells","Level":0,"School":"divination","Expansion":9634,"Components":"S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Cheat","description":"Divination cantrip Casting Time: 1 bonus action Range: Self Components: S, M (a weighted die) Duration: 1 round You subtly twist your fingers, and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of chance. Therefore, this spell could influence a game of poker, but not the result of a deck of many things .","properties":{"Category":"Spells","Level":0,"School":"divination","Expansion":26275,"Components":"S, M","Casting Time":"1 bonus action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chergui's Swift Blessing","description":"2nd-level conjuration (ritual) Casting time: 1 action Range: touch Components: v, s Duration: 1 hour You ensorcel a medium vehicle powered by wind, increasing its speed by 10 feet or 1 mile per hour (whichever is most appropriate for the vehicle) for the duration. In addition, until this spell ends, the pilot of the vehicle can use an action to turn the vehicle up to 90 degrees, quickly changing the vehicle’s direction. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the size of vehicle you can ensorcel increases by one size category for every two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration (ritual)","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cherub's Burning Blade","description":"A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cherub's Burning Blade","description":"4th-Level Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Child of Light and Darkness","description":"Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in either form. In Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn as a bonus action, you can teleport to a space you can see within the light you shed. In Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.","properties":{"Category":"Spells","Level":8,"School":"transmutation (illumination)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Child of Light and Darkness","description":"8th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a pebble from the Shadow Realm that has been left in the sun) Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1–10, you take the form of a humanoid made of pure, searing light. On a roll of 11–20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in either form. In Light Form. You shed bright light in a 60‑foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn as a bonus action, you can teleport to a space you can see within the light you shed. In Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chill Touch","description":"Cantrip necromancy Casting Time: 1 action Range: 120 feet Components: V S Duration: 1 round Classes: Sorcerer , Warlock , Wizard You create a ghostly, skeletal hand in the space of a creature within range . Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage , and it can't regain hit points until the start of your next turn . Until then, the hand clings to the target . If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Chill Touch","Level":0,"Range":"120 feet","Damage":"1d8","School":"Necromancy","Target":"The space of a creature within range","Classes":"Sorcerer, Warlock, Wizard","Duration":"1 round","data-List":"false","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":2,"data-description":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","data-Cantrip Scaling":"dice","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chill Touch","description":"Necromancy Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Chill Touch","Level":0,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chill Touch","description":"Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage , and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","properties":{"Category":"Spells","School":"Necromancy","Name":"Chill Touch","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chill Touch","description":"Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Necrotic Damage, Debuff, Inflict Condition","Spell Attack":"Melee","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Chill Touch\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Chill Touch\\\",\\\"description\\\":\\\"Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. 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On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","data-CastNum":2,"data-DurationNum":0,"data-AttackType":"Spell Attack","Damage":"1d10","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chilling Words","description":"You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective. When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward. You can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chilling Words","description":"3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a strip of paper with writing on it) Duration: Concentration, up to 1 hour You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective. When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward. You can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chisel Skull","description":"Chisel Skull 5th-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: S, M (a piece of skull bone) Duration: Instantaneous Choose a creature you can see within range. You cause its skull to snap, piercing its insides. The creature must make a Constitution saving throw. On a failed save, the target takes 8d10 piercing damage and is paralyzed until the end of its next turn. On a successful save, the target takes half as much damage and isn’t paralyzed. A creature without a skull is immune to this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"S, M","Damage Type":"piercing","Casting Time":"1 action ","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Chittrk'k's Soul Fire","description":"2nd-level illusion Casting time: 1 action Range: 60 feet Components: s, m (a stick of charcoal or a chip of moonstone worth at least 5 gp) Duration: concentration, up to 1 minute You summon a bit of greenish fire to the top of your head, into one hand, or at the tip of your tail. It flares brightly, and all creatures that see your soul fire must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature seeks to follow the light, even into areas of bright light or darkness or into shallow water. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chorus of Thunder","description":"3rd-level evocation Casting time: 1 action Range: self (30-foot cone) Components: v, s, m (a cracked tourmaline) Duration: instantaneous You utter, shout, or sing a short verse to damage and deafen your enemies. A cacophonous clap of thunder slams out from you in a 30-foot cone that is audible out to 300 feet. Each creature in the cone must make a constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and is deafened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t deafened. When you cast this spell, up to four friendly creatures within 30 feet of you that can see you can each use a reaction to join the chorus with a clash of weapon against shield, a ringing shout, or other loud noise. For each creature that joins the chorus, the spell’s damage increases by 1d6, and the cone’s size increases by 5 feet. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the primary damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chromatic Bullet","description":"1st-level evocation (renaissance) Casting Time: 1 bonus action Range: Self Components: V, S, M (a firearm) Duration: Concentration, up to 1 minute The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation (renaissance)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chromatic Orb","description":"1st-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a diamond worth at least 50 gp) Duration : Instantaneous You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Chromatic Orb","Level":1,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Acid, cold, fire, lightning, poison, or thunder ","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chromatic Orb","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid , Cold , Fire , Lightning , Poison , or Thunder for the type of orb you create, and then make a ranged spell attack against the target . On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target . Make an attack roll against the new target , and make a new damage roll . The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.","properties":{"Category":"Spells","School":"Evocation","Name":"Chromatic Orb","Level":1,"Casting Time":"Action","Components":"V S M","Damage Type":"Choose Acid, Cold, Fire, Lightning, Poison, or Thunder."},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chromatic Orb","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Acid Damage, Cold Damage, Fire Damage, Lightning Damage, Poison Damage, Thunder Damage, Attack vs AC","Spell Attack":"Ranged","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Chromatic Orb\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Chromatic Orb\\\",\\\"description\\\":\\\"You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. 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The orb can't leap again unless you cast the spell with a level 2+ spell slot.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\"}}\"},{\"name\":\"Chromatic Orb Damage\",\"parent\":\"Chromatic Orb Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Choose Acid, Cold, Fire, Lightning, Poison, or Thunder.\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Chromatic Orb Damage Upcast\",\"parent\":\"Chromatic Orb Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Chromatic Orb","data-description":"You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\nIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"90 feet","Components":"V S M","Material":"a diamond worth 50+ GP","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":90,"data-AttackType":"Spell Attack","Damage":"3d8","Damage Type":"Choose Acid, Cold, Fire, Lightning, Poison, or Thunder."},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chronal Lance","description":"You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Transmutation (temporal) (clockwork)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Chronal Lance","description":"1st-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking Speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Chronovoyance","description":"","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":32048,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Chrysalis","description":"5th-level transmutation Casting time: 1 reaction, which you take when a friendly creature you can see within 60 feet of you is reduced to 0 hit points Range: 60 feet Components: v, s, m (a caterpillar cocoon) Duration: 1 round A protective chrysalis surrounds a creature you can see within range as it is reduced to 0 hit points. While protected in this way, the target is still unconscious from being reduced to 0 hit points, but unlike when a creature is normally unconscious, attacks from attackers within 5 feet aren’t automatically critical hits. In addition, the target has three-quarters cover and isn’t prone while protected. The target must make applicable death saving throws, as normal. The chrysalis has hit points equal to 5d8 + three times your spellcasting ability modifier. When the protected target would take damage, the chrysalis takes the damage instead. The chrysalis is destroyed when it has 0 hit points. If the chrysalis remains at the end of your next turn, the target regains hit points equal to the chrysalis’s remaining hit points, then the chrysalis crumbles to dust and is destroyed. As the chrysalis crumbles, spectral wings manifest on the target’s back, and the target gains a flying speed of 30 feet for 1 minute.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 reaction, which you take when a friendly creature you can see within 60 feet of you is reduced to 0 hit points"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Chum","description":"1st-level conjuration Casting Time: 1 action Range: 60 feet Components: M (3 pounds of aquatic creatures quickly torn to shreds) Duration: 1 hour This spell only functions if the caster is completely submerged in a liquid: usually water. You quickly tear a living creature or creatures apart, sending the blood and smell up to 60 feet away from you to a point that you can see underwater. The corpse(s) in your hands disintegrate and the point that you designated now emits a very powerful smell of blood and flesh that most aquatic carnivores can smell from roughly a mile away. Over the next 30 minutes, your spell attracts a variety of aquatic carnivores (eel, fish, octopi, sharks, etc.), both natural and unnatural. These creatures will be under no compulsion to treat you in a friendly manner. The more intelligent of the arrivals might get enraged to find out that there is no actual meal to be had.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Churning Pit","description":"A 5-foot-deep pit of thick, churning mud appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on solid ground at least 5 feet thick or upon a liquid surface at least 5 feet deep. Until the effect ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. In addition, a creature that is pulled into the center must succeed on a Strength saving throw or be knocked prone. If the creature starts its turn in the center, they do not need to make this saving throw but they are still subject to the remaining effects of the power.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Elemental","Expansion":27051,"Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Circle of Death","description":"6th level necromancy Casting Time: 1 action Range: 150 feet Components: V S M (The powder of a crushed black pearl worth at least 500 gp) Duration: Instantaneous Classes: Sorcerer , Warlock , Wizard A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw . A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Circle of Death","Level":6,"Range":"150 feet","Damage":"8d6","School":"Necromancy","Target":"A point within range","Classes":"Sorcerer, Warlock, Wizard","Duration":"Instantaneous","Material":"The powder of a crushed black pearl worth at least 500 gp","data-List":"false","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.","Higher Spell Slot Dice":2,"data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Circle of Death","description":"6th-Level Necromancy Casting Time : 1 action Rang e: 150 feet Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp) Duration : Instantaneous A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Circle of Death","Level":6,"School":"Necromancy","Expansion":5,"Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Circle of Death","description":"Level 6 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw , taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Necromancy","Name":"Circle of Death","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Necrotic","data-RangeAoe":"150 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Circle of Death","description":"Level 6 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Circle of Death\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Circle of Death\\\",\\\"description\\\":\\\"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"the powder of a crushed black pearl worth 500+ GP\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Circle of Death Attack\",\"parent\":\"Circle of Death\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Circle of Death\\\",\\\"range\\\":\\\"150 feet\\\",\\\"description\\\":\\\"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Take 8d8 Necrotic damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Circle of Death Damage\",\"parent\":\"Circle of Death Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Circle of Death Damage Upcast\",\"parent\":\"Circle of Death Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Circle of Death","data-description":"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.","Level":6,"Casting Time":"Action","Duration":"Instantaneous","Range":"150 feet","Components":"V S M","Material":"the powder of a crushed black pearl worth 500+ GP","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"Save":"Constitution","Damage":"8d8","Damage Type":"Necrotic","data-RangeAoe":"150 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Circle of Devastation","description":"9th-Level Evocation Casting Time: 1 action Range: 1 mile Components: V, S, M (a metal ring) Duration: Concentration, up to 1 minute You create a 10-foot-tall, 20-foot-radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it’s created or ends its turn inside the cylinder takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 Hit Points by the spell is reduced to fine ash. The cylinder’s radius expands by 20 feet at the start of each of your turns after the spell is cast. Any creatures or objects enveloped in the enlarged area are subject to its effects immediately.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Circle Of Devastation","description":"You create a 10-foot-tall, 20-foot-radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it’s created or ends its turn inside the cylinder takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash. The cylinder’s radius expands by 20 feet at the start of each of your turns after the spell is cast. Any creatures or objects enveloped in the enlarged area are subject to its effects immediately.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Evocation (ring)","Expansion":5764,"Components":"V, S, M","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Circle Of Devastation","description":"You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Evocation (Ring)","Components":"V S M","Damage Type":"Varies","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Circle of Power","description":"5th-Level Abjuration Casting Time : 1 action Rang e: Self (30-foot radius) Components: V Duration : Concentration, up to 10 minutes Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.","properties":{"Category":"Spells","Name":"Circle of Power","Level":5,"School":"Abjuration","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Circle of Power","description":"Level 5 Abjuration (Cleric, Paladin, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage , it takes no damage if it succeeds on the save .","properties":{"Category":"Spells","School":"Abjuration","Name":"Circle of Power","Level":5,"Casting Time":"Action","Components":"V","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Circle of Wind","description":"1st-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a crystal ring) Duration: 8 hours Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Circle Of Wind","description":"Light wind encircles you, leaving you in the center of a mild vortex. You gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (Ring)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Circle Of Wind","description":"Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Claim Lair","description":"By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20: Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success. A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. You can take an action to dismiss this spell.","properties":{"Category":"Spells","Level":6,"School":"Abjuration (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Claim Lair","description":"6th-Level Abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (material goods and wealth worth at least 2,000 gp) Duration: 24 hours By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20: Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success. A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. You can take an action to dismiss this spell.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"abjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Clairvoyance","description":"3rd level divination Casting Time: 10 minutes Range: 1 mile Components: V S M (A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes Classes: Bard , Cleric , Sorcerer , Wizard You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration , and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action , you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight ) sees a luminous, intangible orb about the size of your fist.","properties":{"Category":"Spells","Name":"Clairvoyance","Level":3,"Range":"1 mile","School":"Divination","Target":"A point in range in a location familiar to you or in an obvious location that is unfamiliar to you","Classes":"Bard, Cleric, Sorcerer, Wizard","Duration":"Up to 10 minutes","Material":"A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"Concentration":"Yes","data-RangeNum":5280,"data-DurationNum":5,"data-description":"You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.<br />When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.<br />A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.","data-RangeAoe":"1 mile"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Clairvoyance","description":"3rd-Level Divination Casting Time : 10 minutes Rang e: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration : Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.","properties":{"Category":"Spells","Name":"Clairvoyance","Level":3,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"1 mile"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Clairvoyance","description":"Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action , you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight ) sees a luminous orb about the size of your fist.","properties":{"Category":"Spells","School":"Divination","Name":"Clairvoyance","Level":3,"Casting Time":"10 minutes","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Clairvoyance","description":"Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Clairvoyance\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Clairvoyance\\\",\\\"description\\\":\\\"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). 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The intangible, invulnerable sensor remains in place for the duration.\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","Level":3,"Casting Time":"10 minutes","Concentration":"Yes","Duration":"up to 10 minutes","Range":"1 mile","Components":"V S M","Material":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","data-CastNum":5,"data-RangeNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Clangor","description":"An area of amplified sound spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. You cause an amplification of all sounds within the spell’s area to a distance of 300 feet. This causes all creatures outside of the area to gain advantage on any Wisdom (Perception) checks to hear any sound in the area. Creatures within the spell’s area do not notice the increased amplification, meaning any creature that has sound it is making amplified remains unaware of the increase in volume. Additionally, any Charisma (Performace) check made in the area with an element of sound (such as singing, oratory, or musical instruments) has advantage.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Clash of Glaciers","description":"5th-Level Evocation Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a piece of cracked glass) Duration: Instantaneous You conjure several icy boulders in a line 100 feet long, which crush anything beneath them. Each creature in the area must make a Dexterity saving throw, taking 5d6 bludgeoning damage and 5d6 cold damage on a failed save or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Clash Of Glaciers","description":"You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Claw Guard","description":"Abjuration cantrip Casting time: 1 action Range: touch Components: v Duration: 1 minute You ward a creature you touch against attacks. A pair of raking beastly claws appears on the target as a tattoo, embroidery, painted symbol, or similar decorative embellishment for the duration. The next time the target is hit with a melee attack by an attacker within 5 feet of it before this spell ends, the attacker takes 1d8 slashing damage as the claws rise up and slash at the attacker. The claws then disappear and the spell ends. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Claws of Darkness","description":"Evocation cantrip Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 1 minute You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Claws of Darkness","description":"2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your arms and forearms change shape, elongating into featureless claws of inky blackness. Your unarmed attack reach is increased by 5 feet and you make two melee spell attacks while this spell is in effect. On a successful hit, the target takes 3 (1d6) cold damage and 3 (1d6) necrotic damage. Additionally, you can choose to attempt a grapple with each of the attacks instead of dealing damage. A grappled target suffers 3 (1d6) cold damage and 3 (1d6) necrotic damage at the start of its turn as long as it is grappled. While concentrating on this spell, you cannot carry any object in your hands nor cast spells that require somatic or material components.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Claws Of Darkness","description":"You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.","properties":{"Category":"Spells","Level":0,"School":"Evocation (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Claws Of Darkness","description":"You shape shadows into claws that grow from your fingers and drip inky blackness. You can make a melee spell attack with these claws that does 1d10 cold damage, and the claws have a reach of 10 feet.","properties":{"Category":"Spells","Level":0,"School":"Evocation (Shadow)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Claws of the Earth Dragon","description":"5th-Level Evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Claws Of The Earth Dragon","description":"You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Evocation (dragon)","Expansion":5764,"Components":"V","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Claws Of The Earth Dragon","description":"You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn't fall, and it isn't knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Evocation (Dragon)","Components":"V","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Clean Zone","description":"You create a 10-foot radius sphere of controlled air particles centered on yourself. Within this sphere, you are able to extinguish any unprotected flames and filter out any gas, vapor, or airborne toxins. In addition, you can remove the poisoned condition from any creature within the sphere.","properties":{"Category":"Spells","Level":2,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cleansing Rite","description":"Tier 0 any element pu rification Casting Time: 1 minute Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you can see the sun from your current location (1 bonus favor), you are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: Instantaneous Effects: You perform a rite of purification, dispelling one of the following temporary conditions from a creature in range based on the element you used: Ai r: Stunned Fir e: Charmed Earth: Frightened Water : Poisoned Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: You purify one additional creature in range, granting it the benefits of this invocation. 3 favor: You can additionally remove one of the following temporary conditions based on the element you used: Air (Deafened), Fire (Paralyzed), Earth (Blinded), Water (Petrified).","properties":{"Category":"Spells","Level":0,"School":"any element purification","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Clear Sight","description":"Clear Sight Requirements: Level 9, The World Askew Casting Time: 1 action Range: self Duration: 1 hour Cost: 6 WP As the true seeing spell (except range is self only). This can be used in combination with The World Askew.","properties":{"Category":"Spells","Level":6,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Clear the Board","description":"You send your allies and your enemies to opposite sides of the battlefield. Pick a cardinal direction. With a shout and a gesture, you and up to five willing friendly creatures within range are teleported up to 90 feet in that direction to spaces you can see. At the same time, up to six hostile creatures within range must make a Wisdom saving throw. On a failed save, the hostile creature is teleported up to 90 feet in the opposite direction of where you teleport yourself and the friendly creatures to spaces you can see. You can’t teleport a target into dangerous terrain, such as lava or off the edge of a cliff, and each target must be teleported to an unoccupied space that is on the ground or on a floor.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clearing the Field","description":"2nd-level transmutation (ritual) Casting time: 1 action Range: 40 feet Components: v, s Duration: 1 hour With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field. Ritual focus. If you expend your ritual focus, each plant creature in the area must succeed on a constitution saving throw or decrease in size as if it failed the saving throw against the reduce effect of the enlarge/reduce spell.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation (ritual)","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Clearing The Field","description":"With a harsh word and a vicious chopping motion, every tree, shrub, and stump within 40 feet of you sinks into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life rises from the ground instantly when the spell ends or is dispelled. Plant creatures are not affected by clearing the field. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, plant creatures within the area of effect must make a successful Constitution saving throw or be affected as though by a reduce spell.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Ritual; High Elven)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Clearing The Field","description":"With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (elven ritual)","Expansion":5764,"Components":"V, S","Casting Time":"1 action ","data-RangeAoe":"40 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Clinging Shadow","description":"2nd-level conjuration Casting time: 1 action Range: 90 feet Components: v, s Duration: concentration, up to 1 minute You create a wall of oily, black smoke on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature is covered in a sticky, heavy film of shadow until the spell ends. A creature covered in the shadowy film is blinded, takes a −1 penalty to its ac, and can’t benefit from being invisible. Furthermore, the first time a creature enters the wall or ends its turn there, the creature must make the dexterity saving throw. A creature covered in the shadowy film can take an action to wipe off the film, ending the effect on itself.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cloak and Dagger","description":"You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on the target’s person. You become visible if you attack or cast a spell. As long as you maintain concentration on this spell, you can become invisible as an action.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cloak of Fiendish Menace","description":"2nd-Level Transmutation Casting Time: 1 action Range: Personal Components: V, S Duration: Concentration, up to 1 minute You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell. If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Personal"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cloak Of Fiendish Menace","description":"You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell. If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cloak of Serpents","description":"4th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a snake scale) Duration: 10 minutes A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cloak Of Serpents","description":"A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cloak of Shadow","description":"1st-level illusion Casting time: 1 bonus action Range: self Components: v Duration: concentration, up to 1 minute You cloak yourself in shadow, giving you advantage on dexterity (stealth) checks against creatures that rely on sight.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cloak Of Shadow","description":"You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.","properties":{"Category":"Spells","Level":1,"School":"Illusion (shadow)","Expansion":5764,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cloak Of Shadow","description":"You draw upon the endless Void to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.","properties":{"Category":"Spells","Level":1,"School":"Illusion (Illumination)","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Cloak of Vermin","description":"3rd-level conjuration Casting time: 1 action Range: self Components: v, s, m (a handful of dead flies) Duration: concentration, up to 10 minutes You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to ac. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe (the gm has the swarm’s statistics) until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cloak Of Vermin","description":"You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Clockwork Bodyguard","description":"You summon clockwork minions to fight for you. Choose one of the following options for what appears (refer to Tome of Beasts for statistics): One clockwork huntsman Two clockwork hounds Four clockwork watchmen The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (clockwork)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Clockwork Bodyguard","description":"5th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon clockwork minions to fight for you. Choose one of the following options for what appears (see Tome of Beasts): One clockwork huntsman Two clockwork hounds Four clockwork watchmen The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 Hit Points or when the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot. ","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Clockwork Bolt","description":"You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy. As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal. This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.","properties":{"Category":"Spells","Level":0,"School":"Evocation (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Clockwork Bolt","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (an arrow or crossbow bolt) Duration: 1 round You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy. As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal. This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Clone","description":"8th level necromancy Casting Time: 1 hour Range: Touch Components: V S M (A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) Duration: Instantaneous Classes: Wizard This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.","properties":{"Category":"Spells","Name":"Clone","Level":8,"Range":"Touch","School":"Necromancy","Target":"See text","Classes":"Wizard","Duration":"Instantaneous","Material":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.<br />At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Clone","description":"8th-Level Necromancy Casting Time : 1 hour Rang e: Touch Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water ) Duration : Instantaneous This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.","properties":{"Category":"Spells","Name":"Clone","Level":8,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Clone","description":"Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned) Duration: Instantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.","properties":{"Category":"Spells","School":"Necromancy","Name":"Clone","Level":8,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Clone","description":"Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned) Duration: Instantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":8,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Clone\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Clone\\\",\\\"description\\\":\\\"You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\\\\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Clone","data-description":"You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\nIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.","Level":8,"Casting Time":"1 hour","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned","data-CastNum":6,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Clone Cast","description":"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the effect ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your esper power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. At Higher Ranks. When you use this power at rank 8, the range extends to anywhere within your current star system. At rank 9, the range extends to anywhere in the galaxy.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"1,500 miles"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Clone Pack","description":"Three illusory or holographic duplicates of yourself appear in your space. Until the effect ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss these duplicates. Each time a creature targets you with an attack during the duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power’s effect ends when all three duplicates are destroyed. A creature is unaffected by this power if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Closing In","description":"Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Closing In","description":"3rd-Level Illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cloud of Aggression","description":"4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a powerful stimulant worth at least 10 gp, which the spell consumes) Duration: Instantaneous You create a tiny explosion, spreading a powerful stimulant into the air in a 10-foot radius cloud centered on a point within range. Each creature within the cloud must make a Constitution saving throw. On a failed save, a creature must use its turn to move up to its speed towards the nearest creature and use its action to make a melee attack against that creature. Creatures with more than one attack as part of their attack action use all available attacks against their target. Affected creatures may not use bonus actions or reactions, and must immediately end their turn after finishing their action. If the creature being attacked is one of its allies, the attacker has advantage on its attack rolls. Creatures that are resistant to poison have advantage on their saving throws against this spell, and creatures that are immune to poison are immune to the spell’s effects.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Cloud of Daggers","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a sliver of glass) Duration : Concentration, up to 1 minute You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Cloud of Daggers","Level":2,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cloud of Daggers","description":"Level 2 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage . A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn. On your later turns, you can take a Magic action to teleport the Cube up to 30 feet. Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Conjuration","Name":"Cloud of Daggers","Level":2,"Casting Time":"Action","Components":"V S M","Damage Type":"Slashing","data-RangeAoe":"60 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cloudkill","description":"5th level conjuration Casting Time: 1 action Range: 120 feet Components: V S Duration: Concentration, up to 10 minutes Classes: Sorcerer , Wizard You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range . The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured . When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw . The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Cloudkill","Level":5,"Range":"120 feet","School":"Conjuration","Target":"A 20-foot-radius sphere centered on a point you choose within range","Classes":"Sorcerer, Wizard","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\n\nWhen a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloudkill","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 10 minutes You create a 20-foot-radius sphere of fog centered on a point. It spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Cloudkill","Save":"Constitution","Level":5,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cloudkill","description":"Level 5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind ) disperses it, ending the spell. Its area is Heavily Obscured . Each creature in the Sphere makes a Constitution saving throw , taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Name":"Cloudkill","Level":5,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Poison","data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cloudkill","description":"Level 5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind ) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Poison Damage","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Cloudkill\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Cloudkill\\\",\\\"description\\\":\\\"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\\\\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. 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The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\nThe Sphere moves 10 feet away from you at the start of each of your turns.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","data-CastNum":2,"data-RangeNum":120,"Save":"Constitution","Damage":"5d8","Damage Type":"Poison","data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Cloying Darkness","description":"You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy (Shadow)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Clue","description":"1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a magnifying glass and pipe) Duration: 10 minutes When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.","properties":{"Category":"Spells","Level":1,"School":"divination (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Clumsiness","description":"You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Clumsiness","description":"Necromancy Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Clumsiness Infusion","description":"1st-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that imposes an awkward clumsiness in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 force damage, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Whenever the cursed target makes an attack roll or ability check using Strength or Dexterity, it must roll a d4 and subtract the number rolled from the result. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save. A creature immune to being paralyzed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cobra Fangs","description":"The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Cobra Fangs","description":"The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cobra Fangs","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of snake venom or a patch of snakeskin) Duration: 1 minute The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Codebreaker","description":"Codebreaker Requirements: Level 6 Casting Time: special Range: 30 feet Duration: 10 minutes Cost: 2 WP Decode in your mind’s eye any coded writing; if the language is unknown, you will need Understanding as well. To use this power, you concentrate for 1 round per page of writing.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"special","data-RangeAoe":"30 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Cogniphagy","description":"6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a web of silk thread in a circle of platinum worth at least 300 gp) Duration: Concentration, up to 1 minute Jaws of psychic energy temporarily devour a piece of your target's psyche, inflicting pain and weakening their mind, transferring some of their energy to you. Choose one creature you can see within range, the target must make an Intelligence saving throw, taking 8d6 psychic damage on a failed save or half as much on a success. Additionally, a creature that fails its saving throw gains disadvantage on Concentration checks and Intelligence, Wisdom, and Charisma saving throws until the spell ends. While the spell lasts, you have advantage on Intelligence, Wisdom, and Charisma saving throws. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"enchantment","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Coldsnap Heatwave","description":"8th-level transmutation Casting Time: 1 action Range: 500 feet Components: V, S, M (an enclosed glass cylinder filled with liquid mercury) Duration: Concentration, up to 1 minute You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area. Coldsnap. Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one. Heatwave. Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V, S, M","Damage Type":"cold or fire","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Color Spray","description":"1st-Level Illusion Casting Time : 1 action Rang e: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration : 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit po⁠ints (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit po⁠ints from the total before moving on to the creature with the next lowest hit poi⁠nts. A creature’s hit poi⁠nts must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Color Spray","Level":1,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Color Spray","description":"1st level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round Classes: Sorcerer , Wizard A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points , each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Color Spray","Level":1,"Range":"Self (15-foot cone)","School":"Illusion","Target":"A 15-foot cone originating from you","Classes":"Sorcerer, Wizard","Duration":"1 round","Material":"A pinch of powder or sand that is colored red, yellow, and blue","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-5,"data-DurationNum":2,"data-description":"A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Color Spray","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.","properties":{"Category":"Spells","School":"Illusion","Name":"Color Spray","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Constitution","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Color Spray","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Constitution Save, Blinded","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Color Spray\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Color Spray\\\",\\\"description\\\":\\\"You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of colorful sand\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"15 foot\\\"}}\"},{\"name\":\"Color Spray Attack\",\"parent\":\"Color Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Color Spray\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Blinded condition until the end of your next turn.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"15 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Color Spray","data-description":"You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"a pinch of colorful sand","data-CastNum":2,"data-DurationNum":0,"Save":"Constitution","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Combust the Dead","description":"2nd-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You fill the body of one medium or smaller dead creature you can see within range with fiery magic, causing it to explode in a burst of flame and bony shrapnel. Each creature within 10 feet of the body must make a dexterity saving throw, taking 1d8 fire damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. A body can be targeted by this spell only once. If the target body was dead for more than one week, the body is completely destroyed, and the creature can be restored to life only by means of a true resurrection or a wish spell. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Comet Shards","description":"When you cast this spell, you gain 1 Contamination Level. You shatter the delerium fragment in your hand into three glowing comet-like motes of magical force which you hurl at your foes. Each comet hits a creature of your choice that you can see within range. A comet deals 2d4 + your spellcasting ability modifier force damage to its target and pushes it 10 feet away from you. The comets all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more comet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"contaminated evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Command","description":"1st level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round Classes: Cleric , Paladin You speak a one-word command to a creature you can see within range . The target must succeed on a Wisdom saving throw or follow the command on its next turn . The spell has no effect if the target is undead , if it doesn't understand your language , or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and then ends its turn. Halt: The target doesn't move and takes no actions . A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Command","Level":1,"Range":"60 feet","School":"Enchantment","Target":"A creature you can see within range","Classes":"Cleric, Paladin","Duration":"1 round","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":2,"data-description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Command","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Command","Level":1,"School":"Enchantment","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Command","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Command","Level":1,"School":"Enchantment","Expansion":4415,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Command","description":"1st-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is Undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":17254,"Components":"V","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Command","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The talent has no effect if the target is an automaton or construct, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the effect ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Fall. The target falls prone and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Ranks. When you use this power at rank 2 or higher, you can affect one additional creature for each rank above 1. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Command","description":"Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action . Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Command","Level":1,"Casting Time":"Action","Components":"V","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Command","description":"Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Command\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Command\\\",\\\"description\\\":\\\"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\\\\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\\\\nDrop. The target drops whatever it is holding and then ends its turn.\\\\nFlee. The target spends its turn moving away from you by the fastest available means.\\\\nGrovel. The target has the Prone condition and then ends its turn.\\\\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Command Attack\",\"parent\":\"Command\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Command\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The target follows the command on its next turn.\\\"}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Command","data-description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\nDrop. The target drops whatever it is holding and then ends its turn.\nFlee. The target spends its turn moving away from you by the fastest available means.\nGrovel. The target has the Prone condition and then ends its turn.\nHalt. On its turn, the target doesn't move and takes no action or Bonus Action.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Command Undead","description":"You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Command Undead","description":"3rd-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn’t understand your language, or if your command is directly harmful to it.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Commanding Presence","description":"You endow yourself with an aura of command and martial presence. Until the spell ends, you can’t cast spells, and you gain the following benefits: • You gain 20 temporary hit points. If any of these remain when the spell ends, they are lost. • You can use your spellcasting attack modifier on attack rolls that you make with simple and martial weapons. Additionally, you are proficient with any weapon you are holding. • You have advantage on Strength and Constitution saving throws. • When you hit a target with a weapon attack, you conjure forward a sun soldier . The sun soldiers appear in an unoccupied space adjacent to you. A guard is a celestial creature and disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. The sun soldiers you summon with this spell obey any verbal commands that you issue to them, requiring an action from you if either guard takes an action as a part of following the command. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. See Sun Soldier for this creature’s statistics.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"enchantment","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Commune","description":"5th-Level Divination (ritual) Casting Time : 1 minute Rang e: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration : 1 minute You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Commune","Level":5,"School":"Divination","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Commune","description":"5th level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Incense and a vial of holy or unholy water) Duration: 1 minute Classes: Cleric You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest , there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Commune","Level":5,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Cleric","Duration":"1 minute","Material":"Incense and a vial of holy or unholy water","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-8,"data-DurationNum":4,"data-description":"You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.<br />Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.<br />If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Commune","description":"Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest , there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Name":"Commune","Level":5,"Casting Time":"1 minute or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Commune","description":"Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Commune\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Commune\\\",\\\"description\\\":\\\"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\\\\nDivine beings aren't necessarily omniscient, so you might receive 'unclear' as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\\\\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"incense\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Commune","data-description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\nDivine beings aren't necessarily omniscient, so you might receive 'unclear' as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\nIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.","Level":5,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"1 minute","Range":"Self","Components":"V S M","Material":"incense","data-DurationNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Commune with Beasts","description":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence and planetary origin, but at minimum, beasts can give you information about locations and threats, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.","properties":{"Category":"Spells","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Commune with Nature","description":"5th-Level Divination (ritual) Casting Time : 1 minute Rang e: Self Components: V, S Duration : Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.","properties":{"Category":"Spells","Name":"Commune with Nature","Level":5,"School":"Divination","Components":"V S","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Commune with Nature","description":"5th level divination (ritual) Casting Time: 1 minute Range: Self Components: V S Duration: Instantaneous Classes: Druid , Ranger You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent plants , minerals, animals , or peoples ; powerful celestials , fey , fiends , elementals , or undead ; influence from other planes of existence ; buildings. For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.","properties":{"Category":"Spells","Name":"Commune with Nature","Level":5,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Druid, Ranger","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.<br />You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:<br />terrain and bodies of water<br />prevalent plants, minerals, animals, or peoples<br />powerful celestials, fey, fiends, elementals, or undead<br />influence from other planes of existence<br />buildings<br />For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Commune with Nature","description":"Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell’s area: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial , an Elemental , a Fey , a Fiend , or an Undead The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.","properties":{"Category":"Spells","School":"Divination","Name":"Commune with Nature","Level":5,"Casting Time":"1 minute or Ritual","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Commune with Nature","description":"Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell’s area: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.","properties":{"Category":"Spells","School":"Divination","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Commune with Nature\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Commune with Nature\\\",\\\"description\\\":\\\"You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\\\\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\\\\nLocations of settlements\\\\nLocations of portals to other planes of existence\\\\nLocation of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\\\\nThe most prevalent kind of plant, mineral, or Beast (you choose which to learn)\\\\nLocations of bodies of water\\\\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Commune with Nature","data-description":"You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\nLocations of settlements\nLocations of portals to other planes of existence\nLocation of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\nThe most prevalent kind of plant, mineral, or Beast (you choose which to learn)\nLocations of bodies of water\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.","Level":5,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"Self","Components":"V S","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Commune with the Spirits","description":"Tier 0 any eleme nt scrying Casting Time: 1 minute Base Favor Cost: 0 Range: 30 feet Components (Required): V, S Resonances: You are in a shrine, temple, or other place of spiritual power (2 bonus favor), you are in one of the afterlife realms (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 favor) Duration: Instantaneous Effects: You reach out to the spirits in the world around you, gaining a boon based on the element you used: Air: You ask the spirits of air for whispers of the beings around you. You detect all elemental, fiend, and undead beings in range, even if they are invisible, incorporeal, or otherwise hidden. You do not know their exact locations, but you know how many of these creatures there are and whether their intentions toward you are hostile, neutral, or friendly. Earth: You ask the spirits of earth to center you within the world. You learn which realm you are in (the Mortal Realm, or one of the spirit realms, as described on page 20), the direction of north, and the general direction of the nearest habitation of sentient beings. Fire: You seek inspiration or a creative answer to a problem you are facing, and the spirits of fire answer with a flash of insight. You have a brief vision of either a possible answer to your problem or a place where you could get an answer. The GM is the final arbiter of the contents of this vision, but it should help you progress in solving the problem you have encountered. Water: You ask the spirits of water for lost treasures, specifying a particular object you are seeking. If that object is present in range, water spirits inform you of its location. If it is not present, the spirits inform you of the general direction you must travel to reach it. If the object does not exist at all, or has left the realm you currently inhabit, the spirits are silent. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1+ favor (Air and Water Only): You increase the range by +10 feet per favor spent this way. 1+ favor (Earth and Fire Only): The specificity of the information you receive increases for each favor spent this way. For example, instead of learning that you are in the Mortal Realm, you might learn that you are exactly six miles south of the Imperial Capital, or instead of seeing a flash of a blacksmith’s hammer, you might see the face of a blacksmith you know improving your sword with sigils of demon banishment. The GM is the arbiter of what additional specification may mean within this context.","properties":{"Category":"Spells","Level":0,"School":"any element scrying","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Compel Mercy","description":"1st-level enchantment Casting time: 1 reaction, which you take when a creature you can see within 30 feet of you hits another creature with a weapon attack Range: 30 feet Components: v, s Duration: instantaneous You force the attacking target to be merciful. The target must succeed on a wisdom saving throw or the damage from the triggering attack is halved. If the damage would still reduce the attacker’s target to 0 hit points, that creature is knocked unconscious but stable instead.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 reaction, which you take when a creature you can see within 30 feet of you hits another creature with a weapon attack"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Compelled Duel","description":"1st-Level Enchantment Casting Time : 1 bonus action Rang e: 30 feet Components: V Duration : Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.","properties":{"Category":"Spells","Name":"Compelled Duel","Level":1,"School":"Enchantment","Expansion":5,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Compelled Duel","description":"Level 1 Enchantment (Paladin) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw . On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you. The spell ends if you make an attack roll against a creature other than the target , if you cast a spell on an enemy other than the target , if an ally of yours damages the target , or if you end your turn more than 30 feet away from the target .","properties":{"Category":"Spells","School":"Enchantment","Name":"Compelled Duel","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Compelled Movement","description":"Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration. A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn. Compelled movement doesn’t affect a creature that can’t be charmed or that is incorporeal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Compelled Movement","description":"3rd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (the embalmed body of a millipede with its right legs removed, worth at least 50 gp) Duration: Concentration, up to 1 minute Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration. A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn. Compelled movement doesn’t affect a creature that can’t be charmed or that is incorporeal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Compelling Fate","description":"You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects: You have advantage on attack rolls against the creature. For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn's movement. As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or on its saving throw against that attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Divination (Illumination)","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Compelling Fate","description":"You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects: You have advantage on attack rolls against the target. For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement. As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Divination","Expansion":5764,"Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Compelling Fate","description":"3rd-Level Divination Casting Time: 1 action Range: 30 feet Components: V, M (a sprinkling of silver dust worth 20 gp) Duration: 1 round You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects: You have advantage on attack rolls against the target. For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement. As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Compelling Propulsion","description":"I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you’d rather have a little bit more of it. This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular. When another creature enters a space with 5 feet of you, you can unleash a blast of arcane force. The triggering creature must make a Dexterity saving throw. On a failure, the target is pushed 20 feet away from you and falls prone. On a success, the creature is pushed half as far, and doesn’t fall prone. Fragile, nonmagical objects in the target’s path—such as a window or wooden chair—are destroyed. If the target hits an object that is magical or not fragile—such as an immovable rod or a stone wall—the creature stops moving and takes 1d10 bludgeoning damage per 10 feet of movement left over, as the spell’s magic repeatedly hammers the target against the object. If the creature hits another creature, both creatures take this damage and fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 10 feet for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"S","Casting Time":"1 reaction, which you take when a creature enters a space within 5 feet of you"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Comprehend Languages","description":"1st-Level Divination (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.","properties":{"Category":"Spells","Name":"Comprehend Languages","Level":1,"School":"Divination","Components":"V S M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Comprehend Languages","description":"1st level divination (ritual) Casting Time: 1 action Range: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour Classes: Bard , Sorcerer , Warlock , Wizard For the duration , you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.","properties":{"Category":"Spells","Name":"Comprehend Languages","Level":1,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"1 hour","Material":"A pinch of soot and salt","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":9,"data-description":"For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br />This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Comprehend Languages","description":"1st-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S, M (a pinch of soot and salt) Duration : 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.","properties":{"Category":"Spells","Name":"Comprehend Languages","Level":1,"School":"Divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Comprehend Languages","description":"1st-Level Divination (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Comprehend Languages","description":"Level 1 Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.","properties":{"Category":"Spells","School":"Divination","Name":"Comprehend Languages","Level":1,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Comprehend Languages","description":"Level 1 Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Comprehend Languages\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Comprehend Languages\\\",\\\"description\\\":\\\"For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of soot and salt\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Comprehend Languages","data-description":"For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.","Level":1,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"Self","Components":"V S M","Material":"a pinch of soot and salt","data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Comprehend Wild Shape","description":"Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Comprehend Wild Shape","description":"2nd-Level Divination Casting Time: 1 action Range: Touch Components: V, S, M (two or more matching carved totems) Duration: 1 hour Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Compulsion","description":"4th level enchantment Casting Time: 1 action Range: 30 ft Components: V S Duration: Concentration, up to 1 minute Classes: Bard Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw . A target automatically succeeds on this saving throw if it can't be charmed . On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designateddirection.","properties":{"Category":"Spells","Level":4,"Range":"30 ft","School":"Enchantment","Source":"5th Edition SRD","Classes":"Bard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"YES","Saving Throws":"Wisdom","data-RangeNum":30,"data-DurationNum":3,"data-description":"Creatures\tof\tyour choice\tthat\tyou\tcan\tsee\twithin\t\nrange\tand\tthat\tcan\thear\tyou\tmust\tmake\ta\tWisdom\t\nsaving\tthrow.\tA\ttarget\tautomatically\tsucceeds\ton\t\nthis\tsaving\tthrow\tif\tit\tcan't\tbe\tcharmed.\tOn\ta\tfailed\t\nsave,\ta\ttarget\tis\taffected\tby\tthis\tspell.\tUntil\tthe\tspell\t\nends,\tyou\tcan\tuse\ta\tbonus\taction\ton\teach\tof\tyour\t\nturns\tto\tdesignate\ta\tdirection\tthat\tis\thorizontal\tto you.\tEach\taffected\ttarget\tmust\tuse\tas\tmuch\tof\tits\t\nmovement\tas\tpossible\tto\tmove\tin\tthat\tdirection\ton\t\nits\tnext\tturn.\tIt\tcan\ttake\tits\taction\tbefore\tit\tmoves.\t\nAfter\tmoving\tin this\tway,\tit\tcan\tmake\tanother\t\nWisdom\tsaving\tto\ttry\tto\tend\tthe\teffect.\nA\ttarget\tisn't\tcompelled\tto\tmove\tinto\tan\tobviously\t\ndeadly\thazard,\tsuch\tas\ta\tfire\tor\tpit,\tbut\tit\twill\t\nprovoke\topportunity\tattacks\tto\tmove\tin\tthe\t\ndesignated\tdirection.","data-RangeAoe":"30 ft"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Compulsion","description":"4th-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.","properties":{"Category":"Spells","Name":"Compulsion","Level":4,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Compulsion","description":"Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save , ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Name":"Compulsion","Level":4,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Compulsion","description":"Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Charmed, Wisdom Save","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Compulsion\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Compulsion\\\",\\\"description\\\":\\\"Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\\\\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. 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After moving in this way, a target repeats the save, ending the spell on itself on a success.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Concealed Shot","description":"Illusion cantrip (renaissance) Casting Time: 1 action Range: Self Components: S, M (a ranged weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make an attack with a ranged weapon, otherwise the spell fails. The attack’s projectile is invisible while in flight, and the weapon itself is silent. If the weapon is a firearm, this spell suppresses the smoke and light the weapon produces, making it impossible to see or hear where the shot came from. This spell only conceals the first shot you make; any additional shots aren’t concealed.","properties":{"Category":"Spells","Level":0,"School":"illusion (renaissance)","Expansion":26275,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Concentration Smash","description":"1st-level abjuration Casting time: 1 bonus action Range: self Components: v, s Duration: 1 round The next attack you make before the start of your next turn has advantage if the target of the attack is concentrating on a spell. If the attack hits, the target has disadvantage on the constitution saving throw it makes to maintain concentration after being damaged by your attack. If the attack is a critical hit, the target automatically fails the saving throw to maintain its concentration.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Concussion","description":"With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Concussive Burst","description":"A pulse of energy ripples through the air, dealing minor damage over a wide area. Choose a point within range. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 2d4 force damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t deafened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Expansion":20973,"Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Concussive Force","description":"You create a burst of outward energy in a 10-foot square centered on a point within range. Each creature in that area must succeed on a Dexterity saving throw or be knocked prone. In addition, any targets within 5 feet of a creature who failed their save must also make a Dexterity save or be knocked prone as well. Any creatures further than 5 feet from the area are unaffected regardless of failed saves.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Concussive Punch","description":"1st-level transmutation Casting time: 1 bonus action Range: self Components: v, s, m (a stone from a shrine dedicated to a storm deity or a storm maiden [see tome of beasts 2]) Duration: concentration, up to 1 minute Your hands vibrate and emit a low hum upon casting this spell. For the duration, each time you hit a creature with an unarmed strike, the creature takes an extra 1d6 thunder damage. At higher levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conductive Vapors","description":"2nd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 minute You create a 20-foot-radius sphere of mist centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If a creature within the mist takes lightning damage, the mist immediately disperses, ending this spell, and the lightning damage spreads to other creatures in the mist. Each creature within the mist, other than the creature that took the lightning damage, must make a constitution saving throw, taking the same amount of lightning damage that the triggering creature took on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the mist’s radius increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conduit Transfer","description":"You touch a device or port connected to a power conduit, electrical wiring or wired data lines within range and teleport yourself along its power source to another device, port, or conduit you can see within range. You must use 5 feet of movement in order to move between both objects, appearing within a spot of your choice within 5 feet of the destination object. Both the origin and destination objects must share the wired power source you are using for transportation, such as a control terminal and a viewscreen connected through a data network, two mechanical units connected to the same power conduit, or a keypad and camera connected to the same electrical wiring.","properties":{"Category":"Spells","Level":4,"School":"Metaphase","Expansion":27051,"Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cone of Cold","description":"5th level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V S M (A small crystal or glass cone) Duration: Instantaneous Classes: Sorcerer , Wizard A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw . A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Cone of Cold","Save":"Constitution","Level":5,"Range":"Self (60-foot cone)","Damage":"8d8","School":"Evocation","Target":"Each creature in a 60-foot cone","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"A small crystal or glass cone","data-List":"false","Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-3,"data-DurationNum":0,"data-description":"A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","Higher Spell Slot Dice":1,"data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cone of Cold","description":"5th-Level Evocation Casting Time : 1 action Rang e: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration : Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Cone of Cold","Save":"Constitution","Level":5,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cone of Cold","description":"Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw , taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Evocation","Name":"Cone of Cold","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Cold","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cone of Cold","description":"Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Cold Damage","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Cone of Cold\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Cone of Cold\\\",\\\"description\\\":\\\"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","Level":5,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"a small crystal or glass cone","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.","data-CastNum":2,"data-DurationNum":0,"Save":"Constitution","Damage":"8d8","Damage Type":"Cold","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Confound Senses","description":"This spell befuddles the minds of up to six targets that you can see within 30 feet of you with images of shifting terrain. Creatures that fail an Intelligence saving throw are reduced to half speed by confusion over their surroundings. In addition, targets that fail their saving throw make ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost and can’t remember where they’ve been in the last 10 minutes, in relation to where they are now. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which path or direction it came from. When the spell ends, affected creatures are lost unless they’re in an area they know well.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Enchantment (Labyrinth)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Confound Senses","description":"This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Enchantment (labyrinth)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Confound Senses","description":"3rd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s, m (a broken compass) Duration: concentration, up to 10 minutes This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail wisdom (survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Confound Senses","description":"5th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a wooden or metal whistle) Duration: Concentration, up to 1 hour You summon a fey hound to fight by your side. A hound of the night (see Tome of Beasts) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 Hit Points or when the spell ends. The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.","properties":{"Category":"Spells"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Confuse","description":"Malefic word, e nchantment Casting Time: 1 action Range: 45 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: Your voice tolls like a leaden bell, echoing in the mind of a single creature within range. The target must make a Wisdom saving throw. If it fails, it becomes disoriented (it can’t make opportunity attacks) and distracted (–2 AC, removed when hit by an attack) until the end of your next turn. If the target succeeds, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (1 vitality): The target remains disoriented and distracted until the end of your next turn. Feedback: The echoes of the malefic word reverberate inside your skull, causing a pounding headache. You become disoriented and distracted until the end of your next turn.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"45 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Confusion","description":"4th level enchantment Casting Time: 1 action Range: 90 feet Components: V S M (Three nut shells) Duration: Concentration, up to 1 minute Classes: Bard , Druid , Sorcerer , Wizard This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions . Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6: The creature doesn't move or take actions this turn. 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach . If there is no creature within its reach, the creature does nothing this turn. 9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target . At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.","properties":{"Category":"Spells","Name":"Confusion","Level":4,"Range":"90 feet","School":"Enchantment","Target":"Each creature in a 10-foot-radius sphere centered on a point you choose within range","Classes":"Bard, Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"Three nut shells","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":3,"data-description":"This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Confusion","description":"4th-Level Enchantment Casting Time : 1 action Rang e: 9 0 feet Components: V, S, M (three nut shells) Duration : Concentration, up to 1 minute This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Name":"Confusion","Level":4,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Confusion","description":"Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw , or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. 2–6 The target doesn’t move or take actions . 7–8 The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action . 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save , ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.","properties":{"Category":"Spells","School":"Enchantment","Name":"Confusion","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","data-RangeAoe":"90 ft (10 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Confusion","description":"Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. 2–6 The target doesn’t move or take actions. 7–8 The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Confusion\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Confusion\\\",\\\"description\\\":\\\"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\\\\n1d10 - Behavior for the Turn\\\\n1 - The target doesn't take an action, and it uses all its movement to move. 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The Sphere's radius increases by 5 feet for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"three nut shells\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"10 foot radius\\\"}}\"},{\"name\":\"Confusion Attack\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Confusion\\\",\\\"range\\\":\\\"90 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the spell's table.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"10 foot radius\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Confusion AOE Size Upcast 1\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"15 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Confusion AOE Size Upcast 2\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"20 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Confusion AOE Size Upcast 3\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"25 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Confusion AOE Size Upcast 4\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"30 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Confusion AOE Size Upcast 5\",\"parent\":\"Confusion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"35 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Confusion","data-description":"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n1d10 - Behavior for the Turn\n1 - The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2-6 - The target doesn't move or take actions.\n7-8 - The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9-10 - The target chooses its behavior.\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S M","Material":"three nut shells","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.","data-CastNum":2,"data-RangeNum":90,"Save":"Wisdom","data-RangeAoe":"90 ft (10 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Aether Elemental","description":"","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Expansion":32048,"Components":"V, S, M","Casting Time":"1 minute ","data-RangeAoe":"90 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Conjure Aether Mephits","description":"","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Expansion":32048,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Conjure Animals","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.","properties":{"Category":"Spells","Name":"Conjure Animals","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Animals","description":"3rd level conjuration Casting Time: 1 action Range: 60 feet Components: V S Duration: Concentration, up to 1 hour Classes: Druid , Ranger You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range . Choose one of the following options for what appears. One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns . They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics . At Higher Levels: When you cast this spell using certain higher-level spell slots , you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.","properties":{"Category":"Spells","Name":"Conjure Animals","Level":3,"Range":"60 feet","School":"Conjuration","Target":"Unoccupied spaces that you can see within range","Classes":"Druid, Ranger","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.","Higher Spell Slot Desc":"When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Animals","description":"Level 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw . On a failed save , the creature takes 3d10 Slashing damage . A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Animals","Level":3,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Slashing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Animals","description":"Level 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Buff, Dexterity Save","Spell Attack":"None","filter-Level":3,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Animals\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Animals\\\",\\\"description\\\":\\\"You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. 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The damage increases by 1d10 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Conjure Animals Condition\",\"parent\":\"Conjure Animals\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Conjure Animals Pack Distance\\\",\\\"description\\\":\\\"You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\\\"}\"},{\"name\":\"Conjure Animals Advantage\",\"parent\":\"Conjure Animals Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Conjure Animals\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Strength saving throws while you're within 5 feet of the pack.\\\"}\"},{\"name\":\"Conjure Animals Attack\",\"parent\":\"Conjure Animals\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Conjure Animals\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 3d10 Slashing damage.\\\"}}\"},{\"name\":\"Conjure Animals Damage\",\"parent\":\"Conjure Animals Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Conjure Animals Damage Upcast\",\"parent\":\"Conjure Animals Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Conjure Animals","data-description":"You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","data-CastNum":2,"data-RangeNum":60,"Save":"Dexterity","Damage":"3d10","Damage Type":"Slashing"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Anomaly","description":"You call forth an aberration at random from the Anomalies, a distant and bizarre plane. Choose an unoccupied space within range. An aberration of challenge rating 5 or lower (GM’s choice) appears in the space. The aberration disappears when it drops to 0 hit points or when the spell ends. The aberration is friendly to you and your companions for the duration. Roll initiative for the aberration, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the aberration, it defends itself from hostile creatures, but otherwise takes no actions. If your concentration is broken, the aberration doesn’t disappear. Instead, you lose control of the aberration, it becomes hostile towards you and your companions, and it might attack. An uncontrolled aberration can’t be dismissed by you, and it disappears 1 hour after you summoned it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":23695,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Conjure Automaton","description":"","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Conjure Barrage","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration : Instantaneous You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or am⁠munition used as a component.","properties":{"Category":"Spells","Name":"Conjure Barrage","Save":"Dexterity","Level":3,"School":"Conjuration","Components":"V S M","Damage Type":"Nonmagical weapon/ammunition damage","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Barrage","description":"Level 3 Conjuration (Ranger) Casting Time: Action Range: Self Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon ) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw , taking 5d8 Force damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Barrage","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Force","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Blood Elemental","description":"5th-level conjuration Casting Time: 1 action, or 1 reaction after you gain an Injury of Dangerous II severity or higher Range: 60 feet Components: V, S, M (your own blood, drawn from a wound when you cast the spell) Duration: Concentration, up to 1 minute As the blood flows from your body, you conjure a dark spirit and command it to fight. The blood pools in the air, expanding and taking on the form of a blood elemental. When you cast this spell, if you do not have an Injury, you can inflict an Injury of Setback I severity on yourself and lose hit points equal to half your Setback I Injury threshold. While Injured in this way, your maximum hit points are reduced by half your Setback I Injury threshold. If you do not, and do not have an Injury, the spell fails. You cannot cast this spell if you are a construct or an undead. When you finish casting the spell, you conjure a blood elemental (see page 111) in a space you can see within 60 feet of you. The blood elemental acts on its own initiative, but you control its actions. If you lose concentration on the spell, the blood elemental goes on a rampage, attacking the nearest living creature on each of its turns. In this case, the blood elemental does not disappear with the end of the spell, instead remaining until it is destroyed (though it may flee the battle).","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action, or 1 reaction after you gain an Injury of Dangerous II severity or higher","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Conjure Cannonball","description":"3rd level conjuration (renaissance) Casting Time: 1 action Range: 600 feet Components: V, S, M (a small replica cannon) Duration: Instantaneous You summon a cannonball, mid-flight and at full velocity, which explodes on impact. Make a spell attack roll against a target you can see within range. On a hit, the target takes 4d10 bludgeoning damage, and each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each spell slot above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration (renaissance)","Expansion":26275,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Conjure Celestial","description":"7th level conjuration Casting Time: 1 minute Range: 90 feet Components: V S Duration: Concentration, up to 1 hour Classes: Cleric You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range . The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration . Roll initiative for the celestial, which has its own turns . It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment . If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions The DM has the celestial's statistics . At Higher Levels: When you cast this spell using a 9th-level spell slot , you summon a celestial of challenge rating 5 or lower.","properties":{"Category":"Spells","Name":"Conjure Celestial","Level":7,"Range":"90 feet","School":"Conjuration","Target":"An unoccupied space that you can see within range","Classes":"Cleric","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 minute","data-CastNum":4,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":8,"data-description":"You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial’s statistics.","Higher Spell Slot Desc":"When you cast this spell using a 9th-level spell slot, you summon a Celestial of Challenge rating 5 or lower.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Celestial","description":"7th-Level Conjuration Casting Time : 1 minute Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The cele⁠stial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celesti⁠al, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the c⁠elestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.","properties":{"Category":"Spells","Name":"Conjure Celestial","Level":7,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Celestial","description":"Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder , choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw , taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder , and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Celestial","Level":7,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Radiant","data-RangeAoe":"90 ft (10 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Celestial","description":"Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Healing, Radiant Damage, Minions","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Celestial\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Celestial\\\",\\\"description\\\":\\\"You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\\\\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\\\\nSearing Light. 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The healing and damage increase by 1d12 for each spell slot level above 7.","data-CastNum":2,"data-RangeNum":90,"Save":"Dexterity","Damage":"6d12","Damage Type":"Radiant","data-RangeAoe":"90 ft (10 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Construct","description":"You summon a construct of challenge rating 5 or lower to harry your foes. It appears in an unoccupied space you can see within range. It disappears when it drops to 0 hit points or when the spell ends. The construct is friendly to you and your companions for the duration. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the construct, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the construct doesn’t disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can’t be dismissed by you, and it disappears 1 hour after you summoned it. The construct deals double damage to objects and structures. The GM has the construct’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Conjure Cover","description":"1st-level conjuration (ritual) (renaissance) Casting Time: 1 bonus action Range: 10 feet Components: V, S, M (a duck figurine) Duration: Concentration, up to 1 hour You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has total cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.","properties":{"Category":"Spells","Level":1,"School":"conjuration (ritual) (renaissance)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"10 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Conjure Elemental","description":"5th level conjuration Casting Time: 1 minute Range: 90 feet Components: V S M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration: Concentration, up to 1 hour Classes: Druid , Wizard You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range . An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration . Roll initiative for the elemental, which has its own turns . It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack . An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics . At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Conjure Elemental","Level":5,"Range":"90 feet","School":"Conjuration","Target":"A 10-foot cube within range","Classes":"Druid, Wizard","Duration":"Up to 1 hour","Material":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":8,"data-description":"You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental’s statistics.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Elemental","description":"5th-Level Conjuration Casting Time : 1 minute Rang e: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration : Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Conjure Elemental","Level":5,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Elemental","description":"Level 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large , intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air ( Lightning ), earth ( Thunder ), fire ( Fire ), or water ( Cold ). The spirit lasts for the duration. Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained . On failed save , the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save . On a failed save , the target takes 4d8 damage of the spirit’s type. On a successful save , the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Elemental","Level":5,"Casting Time":"Action","Components":"V S","Save":"Dexterity"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Elemental","description":"Level 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Thunder Damage, Fire Damage, Lightning Damage, Cold Damage, Dexterity Save, Minions","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Elemental\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Elemental\\\",\\\"description\\\":\\\"You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\\\\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Conjure Elemental Initial Attack\",\"parent\":\"Conjure Elemental\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Elemental Inital Attack\\\",\\\"description\\\":\\\"Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Target takes 8d8 damage of the spirit's type, and has the Restrained condition until the spell ends or a successful save.\\\",\\\"onSucceed\\\":\\\"Target isn't Restrained by the spirit.\\\"}}\"},{\"name\":\"Conjure Elemental Initial Damage\",\"parent\":\"Conjure Elemental Initial Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"\\\",\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Conjure Elemental Initial Damage Upcast\",\"parent\":\"Conjure Elemental Initial Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Conjure Elemental Restrained Attack\",\"parent\":\"Conjure Elemental\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Elemental Restrained Attack\\\",\\\"description\\\":\\\"At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Target takes 4d8 damage of the spirit's type, and has the Restrained condition until the spell ends or a successful save.\\\",\\\"onSucceed\\\":\\\"Target isn't Restrained by the spirit.\\\"}}\"},{\"name\":\"Conjure Elemental Restrained Damage\",\"parent\":\"Conjure Elemental Restrained Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Conjure Elemental Restrained Damage Upcast\",\"parent\":\"Conjure Elemental Restrained Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Conjure Elemental","data-description":"You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.","data-CastNum":2,"data-RangeNum":60,"Save":"Dexterity","Damage":"8d8"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Ferryman","description":"When standing on a riverbank or on the shore of some other body of water, you summon a ferry spirit and its boat, which appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It takes you and up to 1 companion per your level across the river or body of water (no action required by you) or to other locations along the same water. If you don't issue any such commands, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the ferry and its guide don't disappear. Instead, you lose control of the conjured spirit, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ferryman can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the ferry spirit's statistics (using those for lesser lunar devil , see Chapter 9 , or bearded devil ). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the boat can take you and your companions across a planar boundary into the Ethereal Plane and then exit on another body of water (and using a barbed devil ). When you cast this spell using a spell slot of 5th level or higher, it can traverse the River Styx between planes, taking you and your companions to distant parts of the multiverse (and using a lunar devil , see Tome of Beasts , or bone devil ).","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Conjure Ferryman","description":"2nd-level conjuration Casting time: 1 action Range: 90 feet Components: v, s, m (a couple of copper coins) Duration: concentration, up to 1 hour When standing on a riverbank or on the shore of some other body of water, you summon a ferry spirit and its boat, which appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It takes you and up to 1 companion per your level across the river or body of water (no action required by you) or to other locations along the same water. If you don’t issue any such commands, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the ferry and its guide don’t disappear. Instead, you lose control of the conjured spirit, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ferryman can’t be dismissed by you, and it disappears 1 hour after you summoned it. The gm has the ferry spirit’s statistics, using the statistics of a bearded devil. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the boat can take you and your companions across a planar boundary into the ethereal plane and then exit on another body of water. When you cast this spell using a spell slot of 5th level or higher, it can traverse the river styx between planes, taking you and your companions to distant parts of the multiverse. When you cast this spell using a spell slot of 5th level or higher, the ferryman uses the statistics of a barbed devil.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Fey","description":"6th-Level Conjuration Casting Time : 1 minute Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Conjure Fey","Level":6,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Fey","description":"6th level conjuration Casting Time: 1 minute Range: 90 feet Components: V S Duration: Concentration, up to 1 hour Classes: Druid , Warlock You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range . The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration . Roll initiative for the creature, which has its own turns . It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment . If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack . An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics . At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Conjure Fey","Level":6,"Range":"90 feet","School":"Conjuration","Target":"An unoccupied space that you can see within range","Classes":"Druid, Warlock","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 minute","data-CastNum":4,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":8,"data-description":"You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature’s statistics.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, the Challenge rating increases by 1 for each slot level above 6th.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Fey","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Fey","Level":6,"Casting Time":"Action","Components":"V S","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Fey","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Psychic Damage, Attack vs AC, Minions","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Fey\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Fey\\\",\\\"description\\\":\\\"You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\\\\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.","data-CastNum":2,"data-RangeNum":60,"data-AttackType":"Spell Attack","Damage":"3d12","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Fey Hound","description":"You summon a fey hound to fight by your side. A hound of the night (Tome of Beasts) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends. The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Fey Hound","description":"You summon a fey hound to fight by your side. A hound of the night appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends. The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Conjure Fey Hound","description":"4th-Level Conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: One fiend of Challenge rating 2 or lower Two fiends of Challenge rating 1 or lower Four fiends of Challenge rating 1/2 or lower Eight fiends of Challenge rating 1/4 or lower A fiend summoned by this spell disappears when it drops to 0 Hit Points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level spell slot and three times as many with an 8th-level spell slot.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Fiends","description":"You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: One fiend of challenge rating 2 or lower Two fiends of challenge rating 1 or lower Four fiends of challenge rating 1/2 or lower Eight fiends of challenge rating 1/4 or lower A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level spell slot and three times as many with an 8th-level spell slot.","properties":{"Category":"Spells","Level":4,"School":"Conjuration (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Fiends","description":"6th-Level Conjuration Casting Time: 1 hour Range: 30 feet Components: V, S, M (one humanoid body, which the spell consumes) Duration: Until destroyed When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust. At Higher Levels. When you cast this spell using a 9th‑level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Forest Defender","description":"When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender, which uses the statistics of a vine golem. The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within the forest defender’s line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust. At Higher Levels. When you cast this spell using a 9th level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.","properties":{"Category":"Spells","Level":6,"School":"conjuration (forest-bound)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Conjure Forest Defender","description":"When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust. At Higher Levels. When you cast this spell using a 9thlevel spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.","properties":{"Category":"Spells","Level":6,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Forest Defender","description":"6th-Level Conjuration Casting Time: 1 hour Range: 30 feet Components: V, S, M (one humanoid body, which the spell consumes) Duration: Until destroyed When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust. At Higher Levels. When you cast this spell using a 9th‑level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time. Forest Defender Medium Construct, Neutral Armor Class 14 Hit Points 67 (9d8 + 27) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 17 (+3) 6 (–2) 10 (+0) 5 (–3) Skills Perception +2, Stealth +6 Damage Vulnerabilities slashing Damage Resistances bludgeoning and piercing from nonmagical attacks not made with adamantine weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the Languages of its creator but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Immutable Form. The forest defender is immune to any spell or effect that would alter its form. Magic Resistance. The forest defender has advantage on saving throws against spells and other magical effects. Plant Camouflage. The forest defender has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Actions Multiattack. The forest defender makes two thorned vine attacks. Thorned Vine. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the forest defender. Thorned Embrace. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the forest defender can’t embrace another target.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Giant","description":"You summon a giant of challenge rating 7 or lower, which appears in an unoccupied space that you can see within range. The giant disappears when they drop to 0 hit points or when the spell ends. The giant is friendly to you and your companions for the duration. Roll initiative for the giant, which has their own turns. They obey any verbal commands that you issue to them (no action required by you) as long as the commands don't violate their alignment. If you don't issue any commands to the giant, they defend themself from hostile creatures but otherwise take no actions. If your concentration is broken, the giant doesn't disappear, but instead, you lose control of them: the giant becomes hostile toward you and your companions and might attack. An uncontrolled giant can't be dismissed by you, and they disappear 1 hour after summoned. The GM has the giant's statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V S ","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Conjure Giant","description":"6th-level conjuration Casting time: 1 action Range: 90 feet Components: v, s Duration: concentration, up to 1 hour You summon a giant of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The giant disappears when it drops to 0 hit points or when the spell ends. The giant is friendly to you and your companions for the duration. Roll initiative for the giant, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you) as long as your commands don’t violate its alignment. If you don’t issue any commands to the giant, it defends itself from hostile creatures but otherwise take no actions. If your concentration is broken, the giant doesn’t disappear, but instead, you lose control of it: the giant becomes hostile toward you and your companions and might attack. An uncontrolled giant can’t be dismissed by you, and it disappears 1 hour after summoned. The gm has the giant’s statistics. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Greater Spectral Dead","description":"You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears: One wraith One spectral guardian (see Tome of Beasts) One swarm of wolf spirits (see Tome of Beasts) Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a deathwisp (see Tome of Beasts) or two ghosts instead.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Expansion":5494,"Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Conjure Greater Spectral Dead","description":"You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears: One wraith One spectral guardian (Tome of Beasts) One swarm of wolf spirits (Tome of Beasts) Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it. At Higher Levels. When you cast this spell using a 9thlevel spell slot, you summon a deathwisp (Tome of Beasts) or two ghosts instead.","properties":{"Category":"Spells","Level":7,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 minute","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Greater Spectral Dead","description":"7th-Level Conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin) Duration: Concentration, up to 1 hour You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears: One wraith One spectral guardian (see Tome of Beasts) One swarm of wolf spirits (see Tome of Beasts) Summoned creatures disappear when they drop to 0 Hit Points or when the spell ends. The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it. At Higher Levels. When you cast this spell using a 9th‑level spell slot, you summon a deathwisp (see Tome of Beasts) or two ghosts instead.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Mage Hunter","description":"You call forth a mage hunter servant. A mage hunter appears in an unoccupied space within range. The mage hunter disappears when it drops to 0 hit points or when the spell ends. The mage hunter is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the mage hunter, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the mage hunter doesn’t disappear. Instead, you lose control of the mage hunter, it becomes hostile toward you and your companions, and it might attack. An uncontrolled mage hunter can’t be dismissed by you, and it disappears 1 hour after you summoned it. The mage hunter’s statistics can be found in Strixhaven: A Curriculum of Chaos . At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you call forth an additional mage hunter servant (two total). When you cast this spell using a spell slot of 9th level or higher, you call forth an additional mage hunter servant (three total).","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":32309,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Conjure Mantelet","description":"You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.","properties":{"Category":"Spells","Level":2,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Mantelet","description":"2nd-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Minor Elementals","description":"4th-Level Conjuration Casting Time : 1 minute Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.","properties":{"Category":"Spells","Name":"Conjure Minor Elementals","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Minor Elementals","description":"4th level conjuration Casting Time: 1 minute Range: 90 feet Components: V S Duration: Concentration, up to 1 hour Classes: Druid , Wizard You summon elementals that appear in unoccupied spaces that you can see within range . You choose one the following options for what appears. One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns . They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics . At Higher Levels: When you cast this spell using certain higher-level spell slots , you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot","properties":{"Category":"Spells","Name":"Conjure Minor Elementals","Level":4,"Range":"90 feet","School":"Conjuration","Target":"Unoccupied spaces that you can see within range","Classes":"Druid, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 minute","data-CastNum":4,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":8,"data-description":"You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.","Higher Spell Slot Desc":"When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Minor Elementals","description":"Level 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation . This damage is Acid , Cold , Fire , or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies . Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Minor Elementals","Level":4,"Casting Time":"Action","Components":"V S","Damage Type":"Acid, Cold, Fire, or Lightning","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Minor Elementals","description":"Level 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Inflict Damage, Acid Damage, Cold Damage, Fire Damage, Lightning Damage, Minions","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Minor Elementals\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Minor Elementals\\\",\\\"description\\\":\\\"You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. 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Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.","data-CastNum":2,"data-AttackType":"Spell Attack","Damage":"2d8","Damage Type":"Acid, Cold, Fire, or Lightning","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Conjure Minor Voidborn","description":"You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options: One creature of challenge rating 2 or lower Two creatures of challenge rating 1 or lower Four creatures of challenge rating 1/2 or lower Eight creatures of challenge rating 1/4 or lower Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned. At Higher Levels. When you cast this spell using a 7th or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (void)","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Minor Voidborn","description":"You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears: One creature of challenge rating 2 or lower Two creatures of challenge rating 1 or lower Four creatures of challenge rating 1/2 or lower Eight creatures of challenge rating 1/4 or lower Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creatures don’t disappear. Instead, you can no longer command them and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. The creatures can’t be dismissed by you, but they disappear 1 hour after being summoned. At Higher Levels: When you cast this spell using a 7th‑ or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.","properties":{"Category":"Spells","Level":5,"School":"void","Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Conjure Mock Animals","description":"You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance. When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Mock Animals","description":"1st-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance. When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Nightmare","description":"You call forth a nightmare to serve you. The creature appears in an unoccupied space you choose within range. The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration, and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (fiendish)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Nightmare","description":"5th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (brimstone and a torch) Duration: Concentration, up to 1 hour You call forth a nightmare to serve you. The creature appears in an unoccupied space you choose within range. The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Rats","description":"1st-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 hour You summon rats or ratfolk that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One mildly hostile wererat (cr 2), which does not obey your verbal commands but might defend itself. One ratfolk rogue (see tome of beasts) (cr 1). Four swarms of rats or four ratfolk (see tome of beasts) (cr 1/4). Eight giant rats (cr 1/8). Sixteen normal rats (cr 0). Each rat disappears when it drops to 0 hit points or when the spell ends. The summoned rats are friendly to you and your companions. Roll initiative for the summoned rats as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), except the wererat. If you don’t issue any commands, they defend themselves from hostile creatures but otherwise take no actions. The gm has the creatures’ statistics. At higher levels. When you cast this spell using higher-level spell slots, you can choose one of the summoning options above, and more creatures appear: one additional creature with a 2nd-level slot or three additional creatures with a 4th-level slot. Any summoned wererats obey verbal commands.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Scarab Swarm","description":"You summon swarms of scarab beetles to attack your foes. Two swarms of beetles appear in unoccupied spaces that you can see within range. Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (Hieroglyph)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Conjure Scarab Swarm","description":"You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range. Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Scarab Swarm","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a beetle carapace) Duration: Concentration, up to 10 minutes You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range. Each swarm disappears when it drops to 0 Hit Points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Shadow Titan","description":"You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan's statistics are identical to a stone giant's, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage. The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions. The shadow titan disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Level":7,"School":"Conjuration (Shadow)","Components":"V S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Conjure Shadow Titan","description":"You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a stone giant’s, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage. The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions. The shadow titan disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Level":7,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Shadow Titan","description":"7th-level conjuration Casting time: 1 minute Range: 90 feet Components: v, s Duration: concentration, up to 1 hour You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan disappears when it drops to 0 hit points or when the spell ends. The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (no action required by you). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions. The gm has the shadow titan’s statistics, using a stone giant , except its stone camouflage works in dim light and darkness rather than rocky terrain, and the rocks it throws are composed of shadow stuff and cause cold damage instead of bludgeoning damage.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Spectral Allies","description":"You sprinkle some graveyard dirt before you and call forth vengeful spirits. The spirits erupt from the ground at a point you choose within range and sweep outward. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and becomes frightened for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. At the end of each of its turns, a creature frightened by this spell can make another saving throw. On a success, this spell ends on the creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Conjure Spectral Dead","description":"You summon a shroud (see Tome of Beasts) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":5494,"Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Conjure Spectral Dead","description":"You summon a shroud (Tome of Beasts) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 3rdlevel spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Spectral Dead","description":"2nd-Level Conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a handful of bone dust, a crystal prism, and a silver coin) Duration: Concentration, up to 1 hour You summon a shroud (see Tome of Beasts) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 Hit Points or when the spell ends. At Higher Levels. When you cast this spell using a 3rd‑level spell slot, you can choose to summon two shrouds or one specter . When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp .","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Spellhound","description":"4th-level conjuration Casting time: 1 minute Range: 90 feet Components: v, s Duration: concentration, up to 1 hour You summon a spellhound , a large hound with a shimmering, multihued coat, in an unoccupied space you can see within range. The spellhound disappears when it drops to 0 hit points or when the spell ends. The spellhound is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the spellhound, it defends itself from hostile creatures but otherwise takes no actions. While you control the spellhound, you and your companions are immune to the spellhound’s nullifying howl. If your concentration is broken, the spellhound doesn’t disappear. Instead, you lose control of the spellhound, it becomes hostile toward you and your companions, and it might attack. An uncontrolled spellhound can’t be dismissed by you, and it disappears 1 hour after you summoned it. The gm has the spellhound’s statistics, using a spellhound (see tome of beasts 2) or a winter wolf with the following action: Nullifying howl (1/day). The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the spellhound makes an ability check, adding its constitution modifier to the roll. The dc equals 10 + the spell’s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of the spellhound that can hear the howl must succeed on a dc 14 constitution saving throw or be stunned until the end of its next turn. At higher levels. When you cast this spell using certain higher-level spell slots, more spellhounds appear: two with a 6th-level slot and three with an 8th-level slot.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure the Deep Haze","description":"Conjure the Deep Haze 5th level contaminated conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a delerium fragment worth 100 gp, which the spell consumes) Duration: Concentration, up to 10 minutes When you cast this spell, you gain one level of contamination. You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers 8d6 necrotic damage and gains one level of contamination. On a successful save, the creature takes half as much damage and does not gain any contamination levels. Creatures are affected even if they hold their breath or don’t need to breathe. Available for: druid, sorcerer, warlock, wizard","properties":{"Category":"Spells","Level":5,"School":"Contaminated conjuration","Expansion":21300,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Conjure Thicket","description":"Conjuration cantrip Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute You cause a robust bramble bush to sprout in a space on the ground you can see within range for the duration. The bush must be no larger than a 5-foot cube, but it can otherwise look like any thorned bush you want. The thicket has hit points equal to your spellcasting ability modifier and vulnerability to fire damage, and any creature within 5 feet of the bush has three-quarters cover against attacks from the other side of the bush. A creature in the chosen space when you cast this spell must succeed on a dexterity saving throw or take 1d6 piercing damage. The creature is then pushed to an unoccupied space of its choice within 5 feet of the bush. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Undead","description":"You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends. At Higher Levels. When you cast this spell using a 4th-level spell slot, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a ghost, a shadow, or a wight.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Undead","description":"3rd-Level Conjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a humanoid skull) Duration: Concentration, up to 1 hour You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends. At Higher Levels. When you cast this spell using a 4th-level spell slot, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a ghost, a shadow, or a wight.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Conjure Undead","description":"You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level, you can choose to summon a ghost, a shadow, or a wight.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Conjure Vermin","description":"2nd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 hour You summon fiendish spirits that take the form of sickly swarms of crows, maggots, or rats in unoccupied spaces you can see within range. Choose one of the following options for what appears: One swarm of maggots (use the statistics of a swarm of insects [beetle] ) Two swarms of crows (use the statistics of a swarm of ravens ) Two swarms of rats Each swarm is also considered a fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned swarms are friendly to you and your companions. Roll initiative for the swarms as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. Until this spell ends, you can use an action to force one of the swarms you control to cause one of the following effects, based on the type of swarm. Once you use this action, that swarm disappears. Swarm of crows. One creature in the swarm’s space must succeed on a dexterity saving throw or be blinded until the end of its next turn. Swarm of maggots. One creature in the swarm’s space must succeed on a wisdom saving throw or be stunned with horror and nausea until the end of its next turn. Swarm of rats. One creature in the swarm’s space must succeed on a constitution saving throw or be poisoned by filth until the end of its next turn. The gm has the creatures’ statistics. At higher levels. When you cast this spell using higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 4th-level slot, three times as many with a 6th-level slot, and four times as many with an 8th-level slot.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Conjure Vile Swarm","description":"1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (crushed roach powder which your spread in a wide arc in front of you) Duration: 3 minutes This spell can only be cast if you are illuminated by moonlight. You draw the available moonlight towards yourself and redirect it to the ground. Insects and vermin bursts from the ground glowing a bright teal and quickly growing in size: each is soon the size of a small cat. These enlarged and magically enhanced vermin are called a swarm of vile things . As a bonus action you can direct the movements of the swarm. If you do not, then the swarm attacks the nearest creature. This swarm of vile things does not recognize friend or foe and will continue to exist until the spell expires or is dispelled: even if the caster is incapacitated or dead. These creatures are native to the Feywild and will sometimes continue to exist if they are conjured near a portal to the Feywild. If this does happen, then they will flee into the ground after the spell has expired and will ignore any control attempts by the caster.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Conjure Voidborn","description":"You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn. If your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Conjuration (void)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Conjure Voidborn","description":"You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn. If your concentration is broken, the creature doesn’t disappear. Instead you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears it would mean its own death. The creature can’t be dismissed by you, but it disappears 1 hour after you summoned it. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"void","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Conjure Volley","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 150 feet Components: V, S, M (one piece of ammunition or thrown weapon) Duration : Instantaneous You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammu⁠nition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammun⁠ition or weapon.","properties":{"Category":"Spells","Name":"Conjure Volley","Save":"Dexterity","Level":5,"School":"Conjuration","Components":"V S M","Damage Type":"Nonmagical weapon/ammunition damage","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Volley","description":"Level 5 Conjuration (Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon ) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw . A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Volley","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Force","data-RangeAoe":"150 ft (40 ft radius, 20 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Woodland Beings","description":"4th-Level conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration : Concentration, up to 1 hour You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.","properties":{"Category":"Spells","Name":"Conjure Woodland Beings","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Conjure Woodland Beings","description":"4th level conjuration Casting Time: 1 action Range: 60 feet Components: V S M (One holly berry per creature summoned) Duration: Concentration, up to 1 hour Classes: Druid , Ranger You summon fey creatures that appear in unoccupied spaces that you can see within range . Choose one of the following options for what appears. One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns . They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics . At Higher Levels: When you cast this spell using certain higher-level spell slots , you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot.","properties":{"Category":"Spells","Name":"Conjure Woodland Beings","Level":4,"Range":"60 feet","School":"Conjuration","Target":"Unoccupied spaces that you can see within range","Classes":"Druid, Ranger","Duration":"Up to 1 hour","Material":"One holly berry per creature summoned","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":8,"data-description":"You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.","Higher Spell Slot Desc":"When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Conjure Woodland Beings","description":"Level 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell’s duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Conjuration","Name":"Conjure Woodland Beings","Level":4,"Casting Time":"Action","Components":"V S","Save":"Wisdom","Damage Type":"Force","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Conjure Woodland Beings","description":"Level 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell’s duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Force Damage, Wisdom Save, Minions","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Conjure Woodland Beings\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Conjure Woodland Beings\\\",\\\"description\\\":\\\"You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. 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Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","data-CastNum":2,"Save":"Wisdom","Damage":"5d8","Damage Type":"Force","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Consecrated Armor","description":"1st-level abjuration (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a drop of blessed oil) Duration: 8 hours You trace a holy symbol on your chest, and an invisible barrier protects you until the spell ends. Your base AC becomes 12 + your Dexterity modifier. If you are attacked by a Fiend or Undead, your AC becomes 15 + your Dexterity modifier against that attack. You can use your consecrated armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your consecrated armor.","properties":{"Category":"Spells","Level":1,"School":"abjuration (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Consult the Storm","description":"4th-Level Divination Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury. As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Consult The Storm","description":"You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury. As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Divination","Expansion":5764,"Components":"V","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Contact Other Plane","description":"5th level divination (ritual) Casting Time: 1 minute Range: Self Components: V Duration: 1 minute Classes: Warlock , Wizard You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane . Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw . On a failure, you take 6d6 psychic damage and are insane until you finish a long rest . While insane, you can't take actions , can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.","properties":{"Category":"Spells","Name":"Contact Other Plane","Level":5,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Warlock, Wizard","Duration":"1 minute","data-List":"false","Components":"V","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-8,"data-DurationNum":4,"data-description":"You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. <br />On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Contact Other Plane","description":"5th-Level Divination (ritual) Casting Time : 1 minute Rang e: Self Components: V Duration : 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.","properties":{"Category":"Spells","Name":"Contact Other Plane","Level":5,"School":"Divination","Components":"V","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Contact Other Plane","description":"Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw . On a successful save , you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. On a failed save , you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest . A Greater Restoration spell cast on you ends this effect.","properties":{"Category":"Spells","School":"Divination","Name":"Contact Other Plane","Level":5,"Casting Time":"1 minute or Ritual","Components":"V","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Contact Other Plane","description":"Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","properties":{"Category":"Spells","School":"Divination","Classes":"Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Contact Other Plane\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Contact Other Plane\\\",\\\"description\\\":\\\"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or 'unclear' (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\\\\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Contact Other Plane Failed Save Effect\",\"parent\":\"Contact Other Plane\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Contact Other Plane\\\",\\\"description\\\":\\\"On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.\\\\n\\\",\\\"category\\\":[]}\"},{\"name\":\"Contact Other Plane Damage\",\"parent\":\"Contact Other Plane Failed Save Effect\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":6,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Contact Other Plane","data-description":"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or 'unclear' (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\nOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","Level":5,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"1 minute","Range":"Self","Components":"V","data-DurationNum":4,"Damage":"6d6","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Contagion","description":"5th level necromancy Casting Time: 1 action Range: Touch Components: V S Duration: 7 days Classes: Cleric , Druid Your touch inflicts disease . Make a melee spell attack against a creature within your reach . On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns , it must make a Constitution saving throw . After failing three of these saving throws, the disease's effects last for the duration , and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded . Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks , Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage . Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat . Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks , Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.","properties":{"Category":"Spells","Name":"Contagion","Level":5,"Range":"Touch","School":"Necromancy","Target":"A creature within your reach","Classes":"Cleric, Druid","Duration":"7 days","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":15,"data-description":"Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.<br />At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.<br />Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.<br />Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.<br />Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.<br />Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.<br />Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.<br />Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.<br />Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Contagion","description":"5th-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S Duration : 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.","properties":{"Category":"Spells","Name":"Contagion","Level":5,"School":"Necromancy","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Contagion","description":"You attempt to inject a target with a debilitating virus. Make a melee forging attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the technique’s effect ends. Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Malady. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Crippling Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Necrotizing Virus. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Neurological Pathogen. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the haze of chaos talent during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Severe Blood Disorder. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Contagion","description":"Level 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned , the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves , the spell ends on the target . If the target fails three of the saves , the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw , or the Poisoned condition doesn’t end on it.","properties":{"Category":"Spells","School":"Necromancy","Name":"Contagion","Level":5,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Contagion","description":"Level 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage, Poisoned, Inflict Condition","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Contagion\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Contagion\\\",\\\"description\\\":\\\"Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\\\\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\\\\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"7 days\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Contagion Attack\",\"parent\":\"Contagion\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Contagion\\\",\\\"description\\\":\\\"The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Take 11d8 Necrotic damage.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Contagion Damage\",\"parent\":\"Contagion Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":11,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Contagion","data-description":"Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\nThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\nWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.","Level":5,"Casting Time":"Action","Duration":"7 days","Range":"Touch","Components":"V S","data-CastNum":2,"data-DurationNum":15,"Save":"Constitution","Damage":"11d8","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Contagious Healing","description":"2nd-level evocation Casting time: 1 action Range: touch Components: v, s Duration: 1 minute Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends. A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on undead or constructs. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Contaminate Food and Drink","description":"1st-level transmutation Casting Time: 1 minute Range: 10 feet Components: V, S, M (a pickled rat in a jar worth at least 50 gp, which this spell consumes) Duration: 8 hours All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is contaminated with your choice of one of the following diseases or poisons: assassin’s blood, cackle fever, sewer plague, sight rot, or truth serum. The food and drink remains contaminated for the duration of the spell, after which time it is no longer a vector for the chosen disease or poison. A creature who ingests food or drink contaminated in this way must succeed on the saving throw called for in the disease or poison’s description, using your spell save DC instead of the normal save DC for that disease or poison. These diseases and poisons are detailed in Chapter 8 of the Dungeon Master’s Guide . At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose from additional poisons when choosing how to contaminate the food and drink. You can choose pale tincture if you use a 3rd-level or higher spell slot, or midnight tears or torpor if you use a 5th-level or higher spell slot.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Contaminated Hands","description":"When you cast this spell, you gain 1 Contamination Level. You create two Large hands of shimmering, octarine force in an unoccupied space that you can see within range. The hands last for the spell's duration. Both hands move at your command, mimicking the movements of your own hands. Each hand is an object that has AC 20 and hit points equal to your hit point maximum. If one or both of the hands drop to 0 hit points, the spell ends. Each hand has a Strength of 26 (+8) and a Dexterity of 10 (+0) and occupies its space. When you cast the spell, and as an action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with each. Both hands can perform the same action, or different ones. The two hands must move to remain within 30 feet of each other. Arcane Slam. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d12 necrotic damage. If you direct both hands to attack the same target, they gain advantage on the attack roll. Forceful Throw. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. If both hands are used against the same target, you can throw them ten times your spellcasting ability modifier, and gain advantage on the check against a Large or smaller target. Eldritch Grip. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. If both the hands are used against the same target, they can grapple a creature regardless of its size, and you have advantage on the grapple check against a Large or smaller target. Contaminated Crush. You can have a hand crush a target it is grappling. When you do so, the target takes bludgeoning damage equal to 2d12 + your spellcasting ability modifier. In addition, the target must make a Constitution saving throw or gain 1 Contamination Level. If both the hands are grappling the same target, you can have them rip the grappled target limb from limb. They deal an extra 4d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the arcane slam and contaminated crush options increases by 2d12 and the damage from the eldritch grip increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"contaminated evocation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Contaminated Power","description":"","properties":{"Category":"Spells","Level":8,"School":"Contaminated transmutation","Expansion":21300,"Components":"V, S, M ","Casting Time":"1 bonus action ","data-RangeAoe":"Self"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Contamination Immunity","description":"","properties":{"Category":"Spells","Level":7,"School":"Abjuration","Expansion":21300,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Contamination Immunity","description":"Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain Contamination Levels. The affected creature may rest normally within the Haze. This spell ends immediately if the creature casts a contaminated spell. Researching the Spell: A character who can cast 7th level spells, knows the Neutralizing Field spell, and who has visited the Delerium Heart can research Contamination Immunity .","properties":{"Category":"Spells","Level":7,"School":"abjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Contingency","description":"6th-Level Evocation Casting Time : 10 minutes Rang e: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp ) Duration : 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.","properties":{"Category":"Spells","Name":"Contingency","Level":6,"Range":"Self","School":"Evocation","Target":"Self","Classes":"Wizard","Duration":"10 days","Material":"A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":-8,"data-DurationNum":16,"data-description":"Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.<br />The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.<br />The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Contingency","description":"6th-Level Evocation Casting Time : 10 minutes Rang e: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp ) Duration : 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.","properties":{"Category":"Spells","Name":"Contingency","Level":6,"School":"Evocation","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Contingency","description":"Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action , and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Conting ency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","properties":{"Category":"Spells","School":"Abjuration","Name":"Contingency","Level":6,"Casting Time":"10 minutes","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Contingency","description":"Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Conting ency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Contingency\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Contingency\\\",\\\"description\\\":\\\"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell-called the contingent spell-as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\\\\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\\\\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"10 days\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a gem-encrusted statuette of yourself worth 1,500+ GP\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Contingency","data-description":"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell-called the contingent spell-as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\nThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","Level":6,"Casting Time":"10 minutes","Duration":"10 days","Range":"Self","Components":"V S M","Material":"a gem-encrusted statuette of yourself worth 1,500+ GP","data-CastNum":5,"data-DurationNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Contingency Boils","description":"5th-level necromancy Casting time: 10 minutes Range: self Components: v, s, m (an obsidian knife infused with mummy dust, worth at least 1,000 gp) Duration: 10 days Choose a necromancy spell of 5th level or lower that you can cast, that has a casting time of 1 action, and has a range of touch. You cast that spell—called the contingent spell—as part of casting contingency boils, expending spell slots for both, but the contingent spell doesn’t come into effect. The contingent spell is stored in a boil on your skin that is created as part of the casting of contingency boils. Each time you cast contingency boils, you create a new boil on your skin. Your skin can contain a number of contingent spells within boils equal to your spellcasting ability modifier. For each boil on your skin, your charisma score is reduced by 2 until you no longer have any boils from this spell on your skin. When a creature within 5 feet of you deals damage to you with a weapon attack, you can use your reaction to rupture a boil. The contingent spell takes effect immediately after the rupture, targeting the attacker. That boil and that instance of the contingency boils spell then ends. If you are affected by lesser restoration, greater restoration, or a similar effect that removes diseases (such as a paladin’s lay on hands), all your boils are immediately cured and all instances of the spell end, removing all remaining boils and their stored spells.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Continual Flame","description":"2nd-Level Evocation Casting Time : 1 action Rang e: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration : Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.","properties":{"Category":"Spells","Name":"Continual Flame","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Continual Flame","description":"2nd level evocation Casting Time: 1 action Range: Touch Components: V S M (Ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled Classes: Cleric , Wizard A flame, equivalent in brightness to a torch , springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.","properties":{"Category":"Spells","Name":"Continual Flame","Level":2,"Range":"Touch","School":"Evocation","Target":"An object that you touch","Classes":"Artificer, Cleric, Wizard","Duration":"Until dispelled","Material":"Ruby dust worth 50 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Continual Flame","description":"Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.","properties":{"Category":"Spells","School":"Evocation","Name":"Continual Flame","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Continual Flame","description":"Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Continual Flame\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Continual Flame\\\",\\\"description\\\":\\\"A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"ruby dust worth 50+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Continual Flame","data-description":"A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.","Level":2,"Casting Time":"Action","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"ruby dust worth 50+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Control Flames","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 60 feet Components: S Duration : Instantaneous or 1 hour (see below) You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Control Flames","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 60 feet Components: S Duration : Instantaneous or 1 hour (see below) You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Control Gravity","description":"This power reverses, eliminates, or increases the level of gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. When you activate this power, you choose how gravity in the area is affected. Once chosen, you cannot change the effect unless you use this power again. Any use of the control gravity power within the affected area overrides the current effect with the new chosen effect. Increase Gravity. All creatures and objects in the area weigh double their normal weight. The area counts as difficult terrain and all jumping and climbing checks are made with disadvantage. Flying creatures who enter the area during their turn or start their turn within the area must make a Strength saving throw or be knocked prone, taking falling damage as if falling from their location. Reverse Gravity. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you activate this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a downward fall within the normal level of gravity. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. Zero Gravity. All creatures and objects in the area are under the effects of being in Zero-G (rules for Zero-G combat are covered in chapter 9).","properties":{"Category":"Spells","Level":7,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Control Ice","description":"Until the spell ends, you control any ice inside an area you choose within range that can be as large as a cube 100 feet on a side. You choose one of the following three effects when you cast this spell. As an action on each of your turns thereafter, you can use the same effect or choose a different one. Any alterations made to the ice remain after the spell ends, but can be altered by other effects (temperature, seismic action, or another application of this spell, for example). Crack. You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice—ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing 4d10 bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain. Reshape. You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell. Thicken/Thin. You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"300 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Control Ice","description":"5th-Level Transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a cube of white wax) Duration: Concentration, up to 1 minute Until the spell ends, you control any ice inside an area you choose within range that can be as large as a cube 100 feet on a side. You choose one of the following three effects when you cast this spell. As an action on each of your turns thereafter, you can use the same effect or choose a different one. Any alterations made to the ice remain after the spell ends, but can be altered by other effects (temperature, seismic action, or another application of this spell, for example). Crack. You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice—ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing 4d10 bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain. Reshape. You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube or create 20 feet (up to 20 feet wide) of a bridge across a chasm or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell. Thicken/Thin. You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Control Matrix","description":"You attempt to assume control of an automaton or construct that you can see within range. It must succeed on an Intelligence saving throw or be under your control for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is under your control, you have a telepathic link with it as long as the two of you are in the same galaxy. You can use this telepathic link to issue commands to the target while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that target,” “Run over there,” or “Retrieve that object.” If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the target takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the target to use a reaction, but this requires you to use your own reaction as well. At the start of each of its turns, the target makes another Intelligence saving throw. If the saving throw succeeds, the effect ends. At Higher Ranks. When you use this power at rank 6, you can target one additional automaton or construct for each rank above 5.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Control Projectiles","description":"2nd-Order Telekinesis Power Manifestation Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a ranged weapon attack Rang e: 60 feet Duration: Instantaneous Creatures : Llyvessa You telekinetically affect the projectile’s flight. The attack roll is made with advantage or disadvantage (your choice).","properties":{"Category":"Spells","Level":2,"School":"Telekinesis","Casting Time":"1 reaction, which you take when a creature you can see within 60 feet of you makes a ranged weapon attack","data-RangeAoe":"60 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Control Water","description":"4th level transmutation Casting Time: 1 action Range: 300 feet Components: V S M (A drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Classes: Cleric , Druid , Wizard Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn , you can repeat the same effect or choose a different one. Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw . On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.","properties":{"Category":"Spells","Name":"Control Water","Level":4,"Range":"300 feet","School":"Transmutation","Target":"Any freestanding water inside an area you choose that is a cube up to 100 feet on a side","Classes":"Cleric, Druid, Wizard","Duration":"Up to 10 minutes","Material":"A drop of water and a pinch of dust","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":300,"data-DurationNum":5,"data-description":"Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.<br />Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.<br />If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.<br />The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.<br />Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.<br />Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.<br />Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.<br />When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.<br />The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Control Water","description":"4th-Level Transmutation Casting Time : 1 action Rang e: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration : Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.","properties":{"Category":"Spells","Name":"Control Water","Level":4,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Control Water","description":"Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw . On a failed save , the creature takes 2d8 Bludgeoning damage . On a successful save , the creature takes half as much damage . A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","properties":{"Category":"Spells","School":"Transmutation","Name":"Control Water","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Strength","Damage Type":"Bludgeoning","data-RangeAoe":"300 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Control Water","description":"Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Control Water\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Control Water\\\",\\\"description\\\":\\\"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\\\\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\\\\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\\\\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\\\\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\\\\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"300 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a mixture of water and dust\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Control Water Condition\",\"parent\":\"Control Water\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Control Water\\\"}\"},{\"name\":\"Control Water Action\",\"parent\":\"Control Water Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Control Water Choose Effect\\\",\\\"description\\\":\\\"As a Magic action on your later turns, you can repeat the same effect or choose a different one. Choices include: Flood, Part Water, Redirect Flow, or Whirlpool.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Control Water - Flood Effect\",\"parent\":\"Control Water Action\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Control Water - Flood\\\",\\\"description\\\":\\\"You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes.\\\",\\\"category\\\":[]}\"},{\"name\":\"Control Water - Part Water Effect\",\"parent\":\"Control Water Action\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Control Water - Part Water\\\",\\\"description\\\":\\\"You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect.\\\",\\\"category\\\":[]}\"},{\"name\":\"Control Water - Redirect Flow Effect\",\"parent\":\"Control Water Action\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Control Water - Redirect Flow\\\",\\\"description\\\":\\\"You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions.\\\",\\\"category\\\":[]}\"},{\"name\":\"Whirlpool Attack\",\"parent\":\"Control Water\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whirlpool\\\",\\\"description\\\":\\\"You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Takes 2d8 Bludgeoning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Whirlpool Attack Damage\",\"parent\":\"Whirlpool Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Control Water","data-description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"300 feet","Components":"V S M","Material":"a mixture of water and dust","data-CastNum":2,"data-RangeNum":300,"Save":"Strength","Damage":"2d8","Damage Type":"Bludgeoning","data-RangeAoe":"300 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Control Weather","description":"8th-Level Transmutation Casting Time : 10 minutes Rang e: Self (5-mile radius) Components: V, S, M ( burning incense and bits of earth and wood mixed in water ) Duration : Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new condit⁠ions to take effect. Once they do so, you can change the conditi⁠ons again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Li⁠ght clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm","properties":{"Category":"Spells","Name":"Control Weather","Level":8,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Self (5-mile ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Control Weather","description":"8th level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V S M (Burning incense and bits of earth and wood mixed in water) Duration: Concentration, up to 8 hours Classes: Cleric , Druid , Wizard You take control of the weather within 5 miles of you for the duration . You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or snow Stage 5 - Torrential rain, driving hail or blizzard Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage 6 - Arctic cold Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm","properties":{"Category":"Spells","Name":"Control Weather","Level":8,"Range":"Self (5-mile radius)","School":"Transmutation","Target":"The weather within 5 miles of you","Classes":"Cleric, Druid, Wizard","Duration":"Up to 8 hours","Material":"Burning incense and bits of earth and wood mixed in water","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"Concentration":"Yes","data-RangeNum":-1,"data-DurationNum":11,"data-description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.<br />When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.<br />When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.<br />Precipitation<br />Stage Condition<br />1 Clear<br />2 Light clouds<br />3 Overcast or ground fog<br />4 Rain, hail, or snow<br />5 Torrential rain, driving hail, or blizzard<br /><br />Temperature<br />Stage Condition<br />1 Unbearable heat<br />2 Hot<br />3 Warm<br />4 Cool<br />5 Cold<br />6 Arctic cold<br /><br />Wind<br />Stage Condition<br />1 Calm<br />2 Moderate wind<br />3 Strong wind<br />4 Gale<br />5 Storm","data-RangeAoe":"Self (5-mile ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Control Weather","description":"Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Heat wave 2 Hot 3 Warm 4 Cool 5 Cold 6 Freezing Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm","properties":{"Category":"Spells","School":"Transmutation","Name":"Control Weather","Level":8,"Casting Time":"10 minutes","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Control Weather","description":"Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Heat wave 2 Hot 3 Warm 4 Cool 5 Cold 6 Freezing Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":8,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Control Weather\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Control Weather\\\",\\\"description\\\":\\\"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\\\\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\\\\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\\\\nPrecipitation\\\\nStage - Condition\\\\n1 - Clear\\\\n2 - Light clouds\\\\n3 - Overcast or ground fog\\\\n4 - Rain, hail, or snow\\\\n5 - Torrential rain, driving hail, or blizzard\\\\nTemperature\\\\nStage - Condition\\\\n1 - Heat wave\\\\n2 - Hot\\\\n3 - Warm\\\\n4 - Cool\\\\n5 - Cold\\\\n6 - Freezing\\\\nWind\\\\nStage - Condition\\\\n1 - Calm\\\\n2 - Moderate wind\\\\n3 - Strong wind\\\\n4 - Gale\\\\n5 - Storm\\\",\\\"level\\\":8,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 8 hours\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"burning incense\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"10 min","filter-Concentration":"Yes","Name":"Control Weather","data-description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\nPrecipitation\nStage - Condition\n1 - Clear\n2 - Light clouds\n3 - Overcast or ground fog\n4 - Rain, hail, or snow\n5 - Torrential rain, driving hail, or blizzard\nTemperature\nStage - Condition\n1 - Heat wave\n2 - Hot\n3 - Warm\n4 - Cool\n5 - Cold\n6 - Freezing\nWind\nStage - Condition\n1 - Calm\n2 - Moderate wind\n3 - Strong wind\n4 - Gale\n5 - Storm","Level":8,"Casting Time":"10 minutes","Concentration":"Yes","Duration":"up to 8 hours","Range":"Self","Components":"V S M","Material":"burning incense","data-CastNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Control Winds","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 300 feet Components: V, S Duration : Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Control Winds","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 300 feet Components: V, S Duration : Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Controlled Mutation","description":"When you cast this spell, you gain 1 Contamination Level. You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects; the target gains that effect until the spell ends. Strength. The target has advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level. If it does, its melee weapon attacks deal an additional 2d6 necrotic damage for the spell's duration. Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level. If it does, it gains resistance to bludgeoning, piercing, and slashing damage for the spell's duration. Dexterity. The target has advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level. If it does, its attacks with ranged and finesse weapons score a critical hit on an 18–20 for the spell's duration. Intelligence. The target has advantage on Intelligence ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, while the target is concentrating on a spell it has cast, it's concentration can't be broken as a result of taking damage. Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, it gains blindsight to a range of 60 feet and can't be surprised while it is conscious. Charisma. The target has advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination Level. If it does, for the duration of this spell, when the target makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"contaminated transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Converse with Dragon","description":"1st-Level Divination Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s Languages . A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself. This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Converse With Dragon","description":"You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself. This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Divination (dragon)","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Converse With Dragon","description":"You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself. This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Divination (Dragon)","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Convey Inner Peace","description":"You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Expansion":16832,"Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Convoluted Dictum","description":"You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends. If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Convoluted Dictum","description":"2nd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a long, twisted piece of red ribbon) Duration: Concentration, up to 1 minute You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends. If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Coral Growth","description":"3rd-level conjuration Casting Time : 1 action Range : 60 feet Components : V, S, M (a small piece of coral) Duration : Concentration, up to 1 minute Classes : Cleric, Druid You harness the power of nature to summon a surge of coral growth. The spell instantaneously creates a 20-ft. radius sphere of rapid coral growth centered on a point you choose within range. The coral emerges from the ground, water, or any solid surface in the area. The coral created by this spell withers away once the spell ends. Choose a mode: ● Barrier Formation : You create a dense, durable barrier of tightly woven tentacled branches. The spell creates an up to 40-ft. wide and 20-ft.t tall, 4-in. thick wall. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw against your spell save DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The barrier has an AC of 16 and 60 hit points. It blocks movement and line of sight. If the barrier takes damage exceeding its remaining hit points, it crumbles and disappears. ● Entangling Tendrils : The coral growth extends tendrils that ensnare creatures within the area. Creatures of your choice within the area must succeed on a Strength saving throw against your spell save DC or become restrained. A restrained creature can free itself by succeeding on a Strength saving throw against your spell save DC. A creature can also be freed by destroying the coral formation, which has AC 16 and 30 hit points. The area of the coral growth is difficult terrain. ● Temporary Structures : You shape the coral to form simple temporary structures, such as platforms, steps, ramps, or huts that fit into the area. These structures each have AC 16 and 30 hit points. They can support the weight of medium size creatures and objects. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the coral growth increases by 10 feet for each slot level above 3rd. Additionally, the hit points of the barrier formed by the spell increase by 10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Coralskin","description":"Coralskin 2nd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Touch Components: V, S, M (a lump of living coral) Duration: Concentration, up to 1 hour Class: Druid, Ranger, Sorcerer, Wizard You touch a willing creature, turning their skin into a rapidly growing landscape of varicoloured coral. When the spell is cast, and at the start of each of the target creature’s turns for the duration of the spell, the creature gains temporary hit points equal to 2d4 plus your spellcasting ability modifier. In addition, the target’s unarmed attacks deal an additional 1d4 slashing damage on a hit. When the spell ends, the target loses any remaining temporary hit points from this spell.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cordon of Arrows","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 5 feet Components: V, S, M (four or more arrows or bolts) Duration : 8 hours You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammu⁠nition for the first time on a turn or ends its turn there, one piece of ammu⁠nition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammu⁠nition is then destroyed. The spell ends when no amm⁠unition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Cordon of Arrows","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cordon of Arrows","description":"Level 2 Transmutation (Ranger) Casting Time: Action Range: Touch Components: V, S, M (an ornamental braid) Duration: 8 hours You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage . The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Name":"Cordon of Arrows","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Piercing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cornucopia of Gore","description":"5th-level necromancy Casting Time: 10 minutes Range: Touch Components: V, S, M (a corpse of small or larger size with an intelligence of 8 or higher) Duration: 1 hour (or until consumed) You ritually prepare a corpse so that its wounded flesh will empower those who partake of it. Upon finishing your incantations, the corpse ruptures into a nauseating yet seemingly delicious feast. Up to eight creatures can consume its flesh, becoming gorged on the suffering which it experienced in its last moments. The corpse must be of a creature that was slain within the last day, or which has had gentle repose cast on it every day since the day it was killed. For each Injury that the corpse suffered from at the time of its death, each creature that consumes a piece of its flesh gains 5 maximum hit points (max 25). Additionally, up to two creatures can consume part of its head to gain a +2 bonus to Intelligence, Wisdom, or Charisma; up to four creatures can consume its arms and legs to gain a +2 bonus to Strength or Dexterity; and up to two creatures can consume its torso to gain a +2 bonus to Constitution. Each creature has advantage on saving throws made with the enhanced ability score. These effects last for 24 hours, until the creature consumes another cornucopia of gore, or until the recipient finishes a long rest.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Corpse Explosion","description":"You cause the triggering creature's body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of a point centered on the triggering creature's body take 4d8 necrotic damage and 4d8 acid damage, or half as much damage on a successful Dexterity saving throw. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Necromancy","Expansion":29025,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 reaction, which you take when a creature you can see dies within 120 feet of you."},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Corpse Explosion","description":"3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (grave dirt) Duration: Instantaneous You overload a nearby corpse with necrotic energy, causing it to bloat - then explode in a shower of body parts. If you target an undead creature with this spell, it must make a Constitution saving throw or take 5d6 force damage, exploding as described below if this damage destroys it. When the corpse explodes, each creature within 10 feet of it must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be poisoned for 1 minute. Creatures can repeat the saving throw at the end of their turn, ending the effect on themselves on a success. On a successful save, creatures take half damage and are not poisoned. At Higher Levels. when this spell is cast using a spell slot of 4th level or higher, the force damage dealt to an undead target increases by 1d6 and the damage dealt by the exploding corpse increases by 1d6 for each spell level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"bludgeoning and poisoned for 1 minute","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Corpse Mask","description":"1st-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You touch the corpse of a humanoid creature and transform your physical appearance — including your clothing, armor, weapons, and other belongings on your person — to look like the corpse did in the minutes preceding its death. You retain all of your own ability scores, features, traits, and other abilities. While disguised as the dead, you instinctively mimic its mannerisms. A creature familiar with the deceased humanoid can attempt to ascertain if you are, in fact, the deceased by using its action to make an Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Corrode Metal","description":"2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of stomach acid) Duration: Concentration, up to 1 minute Choose a manufactured metal object such as a metal stove, a metal weapon, or a suit of heavy or medium metal armor that you can see within range. You cause the object to begin to rust and corrode. For the duration, the object is vulnerable to bludgeoning, piercing, and slashing damage. The spell has additional effects if the target was a metal weapon, a metal set of armor, or a metal shield. Armor or Shield. The armor or shield receives a −1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 or a nonmagical shield that drops to a +0 bonus is destroyed. Weapon. The weapon receives a −1 penalty to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, and the target is a metal weapon, a metal set of armor, or a metal shield, the penalty increases by −1 for each slot level above 2nd. If a nonmagical weapon’s penalty would be lower than −3, the weapon is destroyed instead.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Corrosive Blast","description":"A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one. The acid destroys any objects made of organic materials in the spell's area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 2d4 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Corrupt Pattern","description":"You place a marker upon a creature you touch, corrupting their energy pattern. Make a melee channeling attack. On a hit, the creature must succeed on a Wisdom saving throw or their pattern becomes corrupted for the duration. When you use this power, choose the nature of the corruption from the following options: Choose one ability score. While corrupted, the target has disadvantage on ability checks and saving throws made with that ability score. While corrupted, the target has disadvantage on attack rolls against you. While corrupted, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is corrupted, your attacks and powers deal an extra 1d8 necrotic damage to the target. A restore pattern power ends this effect. At the GM’s option, you may choose an alternative effect for the corruption, but it should be no more powerful than those described above. The GM has final say on such an effect. At Higher Ranks. When you use this power at rank 4 or higher, the duration is concentration, up to 10 minutes. If you use the talent as Rank 5 or higher, the duration is 8 hours. At Rank 7, the duration is 24 hours. At Rank 9, the effect lasts until cancelled or unraveled. Also, at any rank above 4, the duration doesn’t require concentration.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Corrupted Cure","description":"When you cast this spell, you gain 1 Contamination Level. A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.","properties":{"Category":"Spells","Level":1,"School":"contaminated evocation","Expansion":29025,"Components":"V, M","Casting Time":"1 bonus action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Corrupting Ichor","description":"You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half . At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage at the start of the target’s next turn increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":23695,"Components":"S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Corrupting Spores","description":"A small patch of three poison mushrooms magically sprout in a 5-foot square that you can see within range. The mushrooms emit toxic spores, and any creature that starts its turn within 10 feet of the mushroom patch must make a Constitution saving throw. On a failed save, the creature takes 1d8 poison damage for each mushroom in the patch and is poisoned until the start of its next turn. Until the spell ends, you can use a bonus action on your turn to cause an additional mushroom to sprout within the patch. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional mushroom sprouts with the initial patch for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution ","Level":4,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 bonus action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Corruption Curse","description":"6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute With a piercing glare and a sinister gesture, you send a ribbon of dark magic into a target’s body. A creature you can see within range is cursed for the duration and suffers from one of the following effects of your choice while cursed: Dull Reflexes. The target has disadvantage on Dexterity checks and saving throws. Feeble Fortitude. The target has disadvantage on Constitution saving throws and can’t regain hit points. Weak Will. The target has disadvantage on Wisdom saving throws as well as spell attack rolls. A remove curse spell cast using a spell slot of 6th level or higher ends this curse early.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Corso’s Toy","description":"A single nonmagical object that is not being worn or carried within range comes to life at your command. You can’t animate an object larger than Medium. The object animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. This creature uses the Corso’s Toy stat block . The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (requiring a bonus action from you) as long as it is still within range. If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Corso’s Transposition","description":"When you or an ally are faced with sudden danger you can reach out and swap places with someone else. When you cast this spell, choose a willing allied creature within range. They magically teleport to swap places with you. The target of the spell then becomes the target of the triggering attack, (if the triggering attack was against you), or you become the target of the attack (if the triggering attack was against an ally).","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you or an ally you can see within range is targeted by an attack","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cortex Link","description":"You place a device onto a willing creature that bonds with your implant, creating a psychosomatic link between you and the target for the duration. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. You can also sense surface emotions from the target but cannot discern specific thoughts. This effect ends and the device disintegrates if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the technique is activated again on either you or the target. You can also dismiss this effect as an action.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cosmic Alignment","description":"You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; see the illumination school in chapter 4 for details). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell.","properties":{"Category":"Spells","Level":9,"School":"Conjuration/Illumination (Ritual; High Elven)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Cosmic Eye","description":"Cosmic Eye Transmutation cantrip (sorcerer) Casting Time: 1 action Range: 150 feet Components: M (an eldritch parasite) Duration: Instantaneous Your eye darkens under the influence of the eldritch madness, appearing as an endless starry sky. Make a ranged spell attack against a creature within range as you fire a projectile of eldritch energy from your eye. On a hit, the target takes 1d8 necrotic damage. If you score a critical hit, you can reroll any roll of 4 or lower on the damage die until you get a higher result. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Cosmic Prison","description":"You forge a cosmic restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the power’s effect; if it succeeds, it is immune to this power if you use it again. While affected by this power, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Clairsentient powers can’t locate or perceive the target. When you activate the power, you choose one of the following forms of imprisonment. Force Tomb. The target is entombed far beneath the nearest planetary surface in a sphere of cosmic force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use powers such as intangible form to get into or out of it. Dimensional Prison. The target is transported into an extradimensional space that is warded against teleportation and similar powers. The prison can be a labyrinth, a brig, a building, or any similar confined structure or area of your choice. Pattern Containment. The target is absorbed into a mundane trinket no larger than 2 inches on any side. The object must be solid, containing no circuitry or moving parts, such as a piece of jewelry, a card, gemstone, bullet casing, or a marble. The object can’t be damaged or broken while the power remains in effect. Sorium Bind. A cylinder made of hardened metallic sorium bands wrap around the creature from top to bottom. The target is restrained until the effect ends, and it can’t move or be moved by any means until then. Ending the Effect. During the activation of this power, in any of its versions, you can specify a condition that will cause the effect to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or background but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Metaphase","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cosmic Ward","description":"You create a warded area and infuse it with an energy field whose effect you can modify to your choosing. The area can have a radius up to 60 feet, and the power fails if the radius includes an area already under the effect a cosmic ward . The affected area is subject to the following effects. First, energy beings such as primordials, proteans, and netherants can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow belong to a specific group or organization, or creatures of a specific sort, such as asmaleas or drakes. When a creature that would be affected enters the ward’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as light created by powers of a rank lower than the slot you used to activate this power, can’t illuminate the area. Daylight. Bright light fills the area. Supernatural darkness created by powers of a lower rank than the slot you used to activate this power can’t extinguish the light. Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional means. Fear. Affected creatures are frightened while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Translator. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cosmic Weave","description":"Cosmic weave is the ultimate form of shaping the universe. By activating this power, you can alter the very foundations of reality in accord with your desires. The basic use of this power is to duplicate any other power of rank 8 or lower. You don’t need to meet any requirements in that power. It simply takes effect. Alternatively, you can create one of the following effects of your choice: You create one object of up to 250,000 cu in value that isn’t a forge enhanced item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the major remedy power. You grant up to ten creatures that you can see resistance to a damage type you choose. You grant up to ten creatures you can see immunity to a single power or other supernatural effect for 8 hours. For instance, you could make yourself and all your companions immune to a netherant’s life drain attack. You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a cosmic weave power could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your desires to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the request, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you formulated your desire. For example, stating that you desire the death of an enemy might propel you forward in time to a period when that enemy is no longer alive, effectively removing you from the game. Similarly, stating that you want a unique weapon or ship might instantly transport you to the presence of the item’s current owner. The stress of activating this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you use a power until you finish a long rest, you take 1d10 necrotic damage per rank of that power. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to use cosmic weave ever again if you suffer this stress.","properties":{"Category":"Spells","Level":9,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cosmotronic Wave","description":"A burst of pure energy from the Elemental Chaos erupts from you, washing over all hostile creatures within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of wave you create. Each creature in a 100-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d8 damage of the type you chose and cannot take reactions for the duration on a failed save, or half as much damage and can take reactions as normal on a successful one. The wave spreads around corners.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Costly Victory","description":"You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame. If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Costly Victory","description":"You target up to ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Evocation (Battle)","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Costly Victory","description":"8th-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: 1 hour You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 Hit Points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame. If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Counter Form","description":"You attempt to interrupt a creature in the process of using an esper power. If the talent or technique is Rank 3 or lower, it fails to activate and has no effect. If the talent or technique is Rank 4 or higher, make an ability check using your channeling ability. The DC equals 10 + the rank of the esper power. On a success, the creature’s power fails to activate and has no effect. At Higher Ranks. When you use this power at rank 4 or higher, the interrupted power has no effect if its rank is less than or equal to the rank you used for this power.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you using a power","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Counterspell","description":"3rd level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous Classes: Sorcerer , Warlock , Wizard You attempt to interrupt a creature in the process of casting a spell . If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.","properties":{"Category":"Spells","Name":"Counterspell","Level":3,"Range":"60 feet","School":"Abjuration","Target":"A creature in the process of casting a spell","Classes":"Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-CastNum":1,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.<br />At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Counterspell","description":"3rd-Level Abjuration Casting Time : 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Rang e: 60 feet Components: S Duration : Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is cas⁠ting a sp⁠ell of 3rd level or lower, its spell fails and has no effect. If it is cas⁠ting a sp⁠ell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.","properties":{"Category":"Spells","Name":"Counterspell","Level":3,"School":"Abjuration","Expansion":5,"Components":"S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Counterspell","description":"Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell . The creature makes a Constitution saving throw . On a failed save , the spell dissipates with no effect, and the action , Bonus Action , or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.","properties":{"Category":"Spells","School":"Abjuration","Name":"Counterspell","Level":3,"Casting Time":"Reaction","Components":"S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Counterspell","description":"Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Counterspell\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Counterspell\\\",\\\"description\\\":\\\"Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components. You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. 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If that spell was cast with a spell slot, the slot isn't expended.","Level":3,"Casting Time":"Reaction","Duration":"Instantaneous","Range":"60 feet","Components":"S","data-CastNum":1,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Court the Flame","description":"2nd-level abjuration Casting time: 1 action Range: self Components: v, s Duration: 1 hour You court the power of a nearby fire to shield you. Choose one source of nonmagical fire that is the size of a torch or larger within 5 feet of you. You gain a +2 bonus to your ac for the duration. Until this spell ends, if you would take fire damage from any source, you can use your reaction to reduce that damage to 0. If you do, the spell ends. If you spend at least 1 minute more than 5 feet away from the source of fire you chose when you cast this spell, the spell immediately ends.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Crackle with Power","description":"You draw forth magical energies and loose them at up to three creatures within range. You choose acid, cold, fire, lightning, poison, or thunder when you cast this spell. Make a ranged spell attack for each target. On a hit, the target takes 8d10 damage of the type you chose. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature and the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Create Bog","description":"3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a gob of mud and moss) Duration: Concentration, up to 1 minute The ground and any liquid within a 20-foot-radius sphere centered on a point you choose within range becomes an acidic swamp. Spaces on the ground or within liquid in the area count as difficult terrain for creatures other than you. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes 2d6 acid damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd. Additionally, the damage of the spell increases by 1d6 for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Create Bonfire","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Conjuration","Expansion":6,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Create Bonfire","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Create Food and Water","description":"3rd level conjuration Casting Time: 1 action Range: 30 feet Components: V S Duration: Instantaneous Classes: Cleric , Paladin You create 45 pounds of food and 30 gallons of water on the ground or in containers within range , enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.","properties":{"Category":"Spells","Name":"Create Food and Water","Level":3,"Range":"30 feet","School":"Conjuration","Target":"The ground or containers within range","Classes":"Artificer, Cleric, Paladin","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":0,"data-description":"You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Create Food and Water","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.","properties":{"Category":"Spells","Name":"Create Food and Water","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Create Food and Water","description":"Level 3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration . The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","properties":{"Category":"Spells","School":"Conjuration","Name":"Create Food and Water","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Create Food and Water","description":"Level 3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Create Food and Water\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Create Food and Water\\\",\\\"description\\\":\\\"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. 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The food spoils after 24 hours if uneaten.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Create Graveyard Dragon","description":"9th-level necromancy Casting time: 1 minute Range: 20 feet Components: v, s, m (a collection of coins and gems worth at least 1,000 gp) Duration: instantaneous Choose a corpse of a huge or large dragon within range. This corpse becomes a graveyard dragon , a skeletal dragon wrapped in energy of the dragon’s type, under your control. As a bonus action on each of your turns, you can mentally command the dragon if the creature is within 120 feet of you. You decide what action the dragon will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the dragon only defends itself against hostile creatures. Once given an order, the dragon continues to follow it until its task is complete. The dragon is under your control for 8 hours, after which it stops obeying any command you have given it. To maintain control of the dragon for another 8 hours, you must cast this spell on the dragon before the current 8-hour period ends, or you can use an action to make an ability check using your spellcasting ability contested by the dragon’s charisma check, reasserting your control over the dragon for another 8 hours on a success. This use of the spell reasserts your control over the dragon rather than animating a new one. Once you have reasserted your control over the dragon with two successful checks, you can’t do so again until you reassert your control over the dragon at least once with a casting of this spell. The gm has the statistics for this creature, using a graveyard dragon (see tome of beasts 2) or a young black dragon with resistances and damage types appropriate to the type of dragon you targeted with this spell and with the following bonus action: Reassemble bones. As a bonus action, the dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can’t make melee weapon attacks.","properties":{"Category":"Spells","Level":9,"School":"necromancy","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Create Homunculus","description":"6th-Level Transmutation Casting Time : 1 hour Rang e: Touch Components: V, S, M ( clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp ) Duration : Instantaneous While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual . It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Create Magen","description":"7th-Level Transmutation Casting Time : 1 hour Rang e: Touch Components: V, S, M ( a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed ) Duration : Instantaneous While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. When the magen appears, your hit point maximum decreases by an amount equal to the magen’s challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum. Any magen you create with this spell obeys your commands without question.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Create Magen","description":"While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics. When the magen appears, your hit point maximum decreases by an amount equal to the magen’s challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum. Any magen you create with this spell obeys your commands without question.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Create or Collapse Elemental Portal","description":"","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Conjuration","Expansion":32048,"Components":"V, S, M","Damage Type":"varies","Casting Time":"1 minute","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Create or Destroy Water","description":"1st level transmutation Casting Time: 1 action Range: 30 feet Components: V S M (A drop of water if creating water or a few grains of sand if destroying it) Duration: Instantaneous Classes: Cleric , Druid You either create or destroy water. Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.","properties":{"Category":"Spells","Name":"Create or Destroy Water","Level":1,"Range":"30 feet","School":"Transmutation","Target":"See text","Classes":"Cleric, Druid","Duration":"Instantaneous","Material":"A drop of water if creating water or a few grains of sand if destroying it","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":0,"data-description":"You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Create or Destroy Water","description":"1st-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration : Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.","properties":{"Category":"Spells","Name":"Create or Destroy Water","Level":1,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Create or Destroy Water","description":"Level 1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Name":"Create or Destroy Water","Level":1,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"30 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Create or Destroy Water","description":"Level 1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Create or Destroy Water\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Create or Destroy Water\\\",\\\"description\\\":\\\"You do one of the following:\\\\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\\\\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a mix of water and sand\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"30 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Create or Destroy Water","data-description":"You do one of the following:\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S M","Material":"a mix of water and sand","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30,"data-RangeAoe":"30 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Create Plague Zombie","description":"4th-level necromancy Casting time: 1 minute Range: 10 feet Components: v, s, m (a drop of rat blood and a piece of flesh from a plague victim) Duration: instantaneous This spell creates an undead servant infected with disease. Choose up to two corpses of medium or small humanoids within range. Your spell imbues each target with a foul mimicry of life, raising it as a plague zombie. The plague zombie uses the game statistics of a zombie , except each time the plague zombie hits with a slam attack, the target must succeed on a constitution saving throw against your spell save dc or take poison damage equal to your spellcasting ability modifier and contract the cackle fever or sewer plague disease (your choice). As a bonus action on each of your turns, you can mentally command any plague zombie you animated with this spell if the creature is within 60 feet of you (if you control multiple plague zombies, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the plague zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The plague zombie is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to four plague zombies you have animated with this spell, rather than animating new ones. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over two additional plague zombies for each slot level above 5th. Each of the plague zombies must come from a different corpse. When you cast this spell using a spell slot of 7th level or higher, the disease the plague zombie inflicts with its slam attack can now be cackle fever, sewer plague, or one of the diseases detailed in the contagion spell.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Create Ring Servant","description":"You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a Ring Servant. The ring servant appears adjacent to you. It reverts to the rings used to cast the spell when it drops to 0 hit points or when the spell ends. The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.","properties":{"Category":"Spells","Level":8,"School":"Transmutation (Ring)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Create Ring Servant","description":"You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a ring servant (Creature Codex, p. 318). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends. The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.","properties":{"Category":"Spells","Level":8,"School":"Transmutation (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Create Ring Servant","description":"8th-Level Transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (two metal rings) Duration: Concentration, up to 1 hour You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a ring servant (see Creature Codex). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 Hit Points or when the spell ends. The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Create Spelljamming Helm","description":"5th-Level Transmutation Casting Time : 1 action Rang e: touch Components: V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes) Duration : Instantaneous Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm .","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Create Stone Golem","description":"You create a stone golem of huge or smaller size out of any available natural substances. Choose a stone within range, which animates and becomes a creature under your control until the spell ends or it is reduced to 0 hit points. Stone Golem Statistics Size HP AC Attack Str Dex Tiny 40 18 +8 to hit, 1d4 + 4 damage 4 18 Small 50 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 80 13 +5 to hit, 2d6 + 1 damage 10 12 Large 100 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 160 10 +8 to hit, 2d12 + 4 damage 18 6 As a bonus action, you can mentally command the golem you made with this spell if it is within 500 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The stone golem is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10, its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. When the stone golem drops to 0 hit points, it reverts to being normal stone, and it remains in the space where it was dispatched. The stone golem can make a single melee attack at your command against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can create an additional stone golem for each slot level above 5th if the stones are available within range. ","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Create Thunderstaff","description":"After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound. After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged. If the final charge is not expended within 60 days, the staff becomes nonmagical again.","properties":{"Category":"Spells","Level":7,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Create Thunderstaff","description":"7th-Level Transmutation Casting Time: 10 minutes Range: Touch Components: V, S, M (a quarterstaff) Duration: Instantaneous After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound. After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged. If the final charge is not expended within 60 days, the staff becomes nonmagical again.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Create Undead","description":"6th-Level Necromancy Casting Time : 1 minute Rang e: 1 0 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) Duration : Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally com⁠mand any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can comma⁠nd any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any co⁠mmand you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.","properties":{"Category":"Spells","Name":"Create Undead","Level":6,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Create Undead","description":"6th level necromancy Casting Time: 1 minute Range: 10 feet Components: V S M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) Duration: Instantaneous Classes: Cleric , Warlock , Wizard You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range . Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns , you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels: When you cast this spell using a 7th-level spell slot , you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights . When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies .","properties":{"Category":"Spells","Name":"Create Undead","Level":6,"Range":"10 feet","School":"Necromancy","Target":"Up to three corpses of Medium or Small humanoids within range","Classes":"Cleric, Warlock, Wizard","Duration":"Instantaneous","Material":"One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":10,"data-DurationNum":0,"data-description":"You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.","Higher Spell Slot Desc":"When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four Ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five Ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six Ghouls, three ghasts or wights, or two mummies.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Create Undead","description":"Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control. As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures , you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls . If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights . If you use a level 9 spell slot, you can animate or reassert control over six Ghouls , three Ghasts or Wights , or two Mummies . See the Monster Manual for these stat blocks.","properties":{"Category":"Spells","School":"Necromancy","Name":"Create Undead","Level":6,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Create Undead","description":"Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control. As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls . If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights . If you use a level 9 spell slot, you can animate or reassert control over six Ghouls , three Ghasts or Wights , or two Mummies . See the Monster Manual for these stat blocks.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":6,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Create Undead\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Create Undead\\\",\\\"description\\\":\\\"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\\\\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\\\\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"one 150+ GP black onyx stone for each corpse\\\"}}\"},{\"name\":\"Create Undead Bonus Action\",\"parent\":\"Create Undead\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Create Undead Command\\\",\\\"description\\\":\\\"As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Create Undead","data-description":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\nAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","Level":6,"Casting Time":"1 minute","Duration":"Instantaneous","Range":"10 feet","Components":"V S M","Material":"one 150+ GP black onyx stone for each corpse","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.","data-CastNum":4,"data-DurationNum":0,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Create Vampire","description":"8th-level necromancy Casting Time: 8 hours Range: 10 feet Components: V, S, M (a collection of rubies worth at least 1,000 gp and a liter of blood, both of which the spell consumes, as well as the fang of a vampire, a wooden stake, and a desecrated holy symbol) Duration: Instantaneous You can cast this spell only at night. If it becomes daytime while you cast the spell, the spell fails. When you begin casting the spell, a willing humanoid within range dies. When you finish casting the spell, that creature returns to life as a vampire and gains the benefits of a long rest. It retains its personality, alignment, hit points, racial traits, class features, and ability scores, though it changes in the following ways: Its creature type becomes undead (shapechanger), and it loses its other creature types. It no longer requires air. If its Strength score is lower than 16, it becomes 16. Drinking a liter of blood provides it enough nourishment and hydration to sustain it for a full day. Its true form is considered to be its vampire form for the purpose of spells and other magic effects. It can’t enter a residence without an invitation from one of the occupants. It takes 20 acid damage if it ends its turn in running water. It takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If a piercing weapon made of wood is driven into its heart while it is incapacitated, it is paralyzed until the stake is removed. It can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check. If it has consumed a liter of blood within the last 24 hours, it has at least 1 hit point, and it isn’t in sunlight or running water, it regains 10 hit points at the start of each of its turns. If it takes radiant damage or damage from holy water, this benefit doesn’t function at the start of its next turn. While it isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or back into its vampire form. While in bat form, it can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to vampire form if it dies. Its bite becomes a natural weapon, which it can use to make unarmed strikes. If it hits with its bite, it deals piercing damage equal to 1d6 + its Strength modifier and 3d6 necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest, and dies if its hit point maximum is reduced to 0. The vampire can use this bite attack no more than once each turn. You can cast this spell targeting a willing vampire created with it to revert all of the changes caused by the spell and return it to its humanoid form.","properties":{"Category":"Spells","Level":8,"School":"necromancy","Components":"V, S, M","Casting Time":"8 hours"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Creation","description":"You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Material - Duration : Vegetable matter - 1 day Stone/crystal - 12 hours Precious metals - 1 hour Gems - 10 minutes Adamantine/Mithral - 1 minute Using any material created by this spell as another spell's material component causes that spell to fail. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.","properties":{"Category":"Spells","Name":"Creation","Level":5,"Range":"30 feet","School":"Illusion","Target":"See text","Classes":"Artificer, Sorcerer, Wizard","Duration":"Special","Material":"A tiny piece of matter of the same type of the item you plan to create","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":20,"data-description":"You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Material Duration Vegetable matter 1 day Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Creation","description":"5th-Level Illusion Casting Time : 1 minute Rang e: 30 feet Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create) Duration : Special You pull wisps of shad⁠ow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, cr⁠ystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Material Duratio⁠n Vegetable matter 1 day Stone or crystal 12 hours Precious materials 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.","properties":{"Category":"Spells","Name":"Creation","Level":5,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Creation","description":"Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube , and the object must be of a form and material that you have seen. The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail. Materials Material Duration Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.","properties":{"Category":"Spells","School":"Illusion","Name":"Creation","Level":5,"Casting Time":"1 minute","Components":"V S M","data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Creation","description":"Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail. Materials Material Duration Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.","properties":{"Category":"Spells","School":"Illusion","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Creation\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Creation\\\",\\\"description\\\":\\\"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\\\\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\\\\nMaterials\\\\nMaterial - Duration\\\\nVegetable matter - 24 hours\\\\nStone or crystal - 12 hours\\\\nPrecious metals - 1 hour\\\\nGems - 10 minutes\\\\nAdamantine or mithral - 1 minute\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Special\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a paintbrush\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"5 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Creation","data-description":"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\nThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\nMaterials\nMaterial - Duration\nVegetable matter - 24 hours\nStone or crystal - 12 hours\nPrecious metals - 1 hour\nGems - 10 minutes\nAdamantine or mithral - 1 minute","Level":5,"Casting Time":"1 minute","Duration":"Special","Range":"30 feet","Components":"V S M","Material":"a paintbrush","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.","data-CastNum":4,"data-DurationNum":20,"data-RangeNum":30,"data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Creeping Corrosion","description":"A wave of transmutation magic erupts from a point of your choice within range. Each nonmagical metal object that is being held or worn in a 10-foot-radius sphere centered on that point must make a Constitution saving throw using the creature that is holding or wearing the object’s saving throw. On a failure, any weapon made of metal carried by the creature begins to corrode. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal that hits is destroyed after dealing damage. If the object is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. All nonmagical metal objects that are not being carried or worn in the area automatically fail their saving throw and begin to corrode. If the object isn’t being worn or carried, the wave destroys a 1-foot cube of it every round for the duration.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Creeping Darkness","description":"You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling. All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain. If the darkness moves into the space occupied by a living creature, that creature takes 6d6 necrotic damage and is restrained. The creature must make a Constitution saving throw. On a successful save, the creature takes half the damage and is not restrained. Any creature in the area of the spell at the start of its turn must make another Constitution saving throw, taking damage in each round that it remains in the area. Restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a Strength check against your spell save DC to free itself from the tendrils. Bright light can destroy portions of the spell. One 5-foot cube is destroyed if it takes 12 radiant damage. As long as at least one 5-foot cube occupies all or part of a creature’s space, the creature remains restrained.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Creeping Darkness","description":"8th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute You create a great, writhing mass of shadows that moves slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling. All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain. If the darkness moves into the space occupied by a living creature, that creature takes 6d6 necrotic damage and is restrained. The creature must make a constitution saving throw. On a successful save, the creature takes half the damage and is not restrained. Any creature in the area of the spell at the start of its turn must make another constitution saving throw, taking damage in each round that it remains in the area. Restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a strength check against your spell save dc to free itself from the tendrils. Bright light can destroy portions of the spell. One 10-foot cube is destroyed if it takes 12 radiant damage. As long as at least one 10-foot cube occupies all or part of a creature’s space, the creature remains restrained.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"conjuration","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Creeping Ice","description":"You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain. A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice. At Higher Levels. When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Creeping Ice","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain. A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice. At Higher Levels. When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Crimson Blur","description":"","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Crimson Death","description":"Crimson Death 6th-level necromancy Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S, M (a crystal rod carved with necromantic runes worth 500 gp) Duration: Concentration, up to 1 minute Class: Cleric, Sorcerer, Warlock, Wizard You spew a cloud of crimson smoke from your mouth, which gathers in a 20-foot-radius sphere centred on your space that lasts for the duration, heavily obscuring the area. Each creature other than you that starts its turn in the cloud or enters it for the first time on its turn must make a Constitution saving throw , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. For as long as the cloud lasts, you can use a bonus action to move it up to 20 feet in any direction. A humanoid reduced to 0 hit points by this damage immediately dies and returns as a zombie under your control. You can control a maximum of three zombies at the same time. Any created beyond this number are hostile to all living creatures. In combat, zombies take their turn immediately after yours. Zombies under your control obey your verbal commands (no action required by you). When the spell ends, zombies created by the spell crumble to dust and are destroyed. Zombies created by this spell have immunity to its effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Expansion":26720,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Rain","description":"Using your own blood as a catalyst, you cause an arterial burst to create a burst of blood from your body that heals immediately, leaving a scar in its place. This spell costs 3d8 hit points. The arterial burst transforms into a shower of blood that pounds to the ground in a 20-foot- radius, 40-foot-high cylinder centred on a point within range. Each creature in the cylinder must make a Dexterity saving throw taking 6d8 Necrotic damage on a failed save, or half as much on a successful one. The affected area becomes drenched in blood turning into difficult terrain until the end of your next turn, any creature that was caught in the rain becomes blood soaked. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"300 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Crippling Sphere","description":"You create a 20-foot radius sphere of psychic distortion centered on a point within range which twists and skews the senses of all within its area of effect. The sphere passes through solid objects and its area is heavily obscured. Each creature that is completely within the sphere at the start of its turn must make a Constitution saving throw. On a failed save, the target is incapacitated until the start of its next turn. Creatures immune to psychic damage or do not rely on normal vision to see (such as those with tremorsense or blindsight) automatically succeed on this saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Critical Exchange","description":"3rd-level enchantment Casting time: 1 bonus action Range: self Components: v Duration: concentration, up to 1 minute Reaching forward in time, you gather potential from among future martial successes and trade them for immediate triumph. The first time you hit a creature with an attack during this spell’s duration, the attack is a critical hit. You then have disadvantage on all attack rolls for 1 minute.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Crown of Madness","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charm⁠ed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.","properties":{"Category":"Spells","Name":"Crown of Madness","Level":2,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crown of Madness","description":"Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid . A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success. On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.","properties":{"Category":"Spells","School":"Enchantment","Name":"Crown of Madness","Level":2,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crown of Stars","description":"7th-Level Evocation Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 hour Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Evocation","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Crown of Thorns","description":"You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn’t expend a spell slot if it fails to cast the spell.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cruor of Visions","description":"5th-Level Divination Casting Time: 1 minute Range: Self Components: V, S, M (a bone needle and a catch basin) Duration: Concentration, up to 5 minutes You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cruor of Visions","description":"You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature’s blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the core rules). At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).","properties":{"Category":"Spells","Level":5,"School":"blood","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Cruor Of Visions","description":"You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).","properties":{"Category":"Spells","Level":5,"School":"Divination (blood)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Crusader's Mantle","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 1 minute Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.","properties":{"Category":"Spells","Name":"Crusader's Mantle","Level":3,"School":"Evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Crusader's Mantle","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 1 minute Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.","properties":{"Category":"Spells","Name":"Crusader's Mantle","Level":3,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crusader's Mantle","description":"Level 3 Evocation (Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute You radiate a magical aura in a 30-foot Emanation . While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike .","properties":{"Category":"Spells","School":"Evocation","Name":"Crusader's Mantle","Level":3,"Casting Time":"Action","Components":"V","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crush","description":"Crush 7th-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (bone powder) Duration: Instantaneous You attempt to trap one creature you can see within range in a field of gravity that compresses and folds in on itself. The target must succeed on a Strength saving throw or take 12d10 bludgeoning damage and be stunned until the start of your next turn as it reels from the pain. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.","properties":{"Category":"Spells","Save":"Strength","Level":7,"School":"evocation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Crushing Curse","description":"You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Crushing Curse","description":"You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear Void Speech. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"void","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Crushing Trample","description":"Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Transmutation (labyrinth)","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Crushing Trample","description":"Upon casting this spell, you are filled with a desire to overrun and trample your foes. You immediately move up to twice your speed in a straight line, trampling every foe of your size or smaller in your path. If you try to move through an enemy that is larger than your size, your movement ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You pass through foes whether or not they succeed on their Strength saving throw. You do not provoke opportunity attacks while moving under the effect of crushing trample.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Transmutation (Labyrinth)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Crushing Trample","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 round Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your Speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Crushing Vortex","description":"A tiny globe of dark energy about the size of a marble appears at a chosen point within range for the duration. When the effect ends, either because your concentration is broken or because you decide to end it, the globe erupts into a vortex of gravitational force that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The power’s base damage is 12d6. If at the end of your turn the globe has not yet detonated, the damage increases by 1d6. If the dark globe is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the effect ends immediately, causing the globe to erupt into a vortex. On a successful save, the creature can throw the globe up to 40 feet. When it strikes a creature or a solid object, the effect ends, and the globe erupts. The gravitational force damages structures and objects in the area that aren’t being worn or carried. At Higher Ranks. When you use this power at rank 8 or higher, the base damage increases by 1d6 for each rank above 7.","properties":{"Category":"Spells","Level":7,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cry of the Dragon God","description":"5th-level evocation Casting time: 1 action Range: self (30-foot cone) Components: v, s, m (a tiny statuette of a dragon worth at least 50 gp) Duration: 1 round A powerful prayer gifted to the saint of an ancient dragon god, this spell allows you to unleash the fury of a wyrm in the form of a devastating roar. Each creature in a 30-foot cone must make a dexterity saving throw. On a failed save, a creature takes 8d8 thunder damage and is pushed away from you in a direction following the cone up to the edge of the cone. On a successful save, a creature takes half the damage and isn’t pushed. When you cast this spell, the phantasmal image of a dragon briefly appears above your head. This terrifying visage grants you advantage on charisma (intimidation) checks until the end of your next turn. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 7th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Cry of the Wild","description":"Cry of the Wild 4th-level enchantment Casting Time: 1 action Range: 20 feet Components: V Duration: 1 day With a gesture and a kind word you strengthen your bond with your animal friends. Any friendly beasts within the area of effect gain +4 to their Armor Class. If an affected creature sees or hears any other creature, it telepathically alerts the caster (if within 120 feet of the caster). Finally, each creature may also be given a message to deliver to another creature that it or the caster has previously met—it will travel up to a day’s journey to repeat that message to the target (telepathically).","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Crypsis","description":"The touched creature’s features blend in with surfaces behind them. For the spell’s duration, the target creature can take the Hide action by pressing themselves against a solid surface, such as a tree or wall, that is at least as tall and wide as the target creature. During a turn in which the target does not move or take actions, they are treated as invisible. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cryptogram","description":"You send a small scroll with a short message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. This scroll will hover in front of the recipient, drop into their pocket, or appear sitting on something nearby. The scroll's message can be up to 8 characters long (spaces count as characters). You can send only one scroll to a single target each day.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":9634,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Cryptogram","description":"Conjuration cantrip Casting Time: 1 action Range: Unlimited Components: V, S, M (a small written message) Duration: Instantaneous You send a small scroll with a short message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. This scroll will hover in front of the recipient, drop into their pocket, or appear sitting on something nearby. The scroll’s message can be up to 8 characters long (spaces count as characters). You can send only one scroll to a single target each day.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Unlimited"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Crystal Confinement","description":"9th-Level Abjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute You attempt to preserve a number of creatures in a shell of ice. When you first cast this spell, you can choose up to 20 creatures that you can see: Medium targets count as two creatures, Large targets count as four creatures, Huge targets count as eight creatures, and Gargantuan targets count as 20 creatures. Each target must make a Constitution saving throw or choose to automatically fail the save. On a successful save, nothing happens to the target this round, but it must repeat the save at the start of your next turn—provided you maintain concentration on the spell. On a failed save, a creature is coated in a creeping rime of ice and is restrained. If the saving throw fails by 5 or more, the target is instantly petrified as it becomes encased in ice. A restrained creature can repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the restrained effect on a success. A creature petrified by this spell remains petrified until you either die or choose to end the effect. No other magic can free it. When a creature becomes petrified, you can choose for it to remain aware of its surroundings, though its Senses are limited to what it could perceive while motionless and through a thick coating of clear ice. While coated in ice, the creature is immune to all damage and to the effects of aging. ","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cure Beast","description":"A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cure Beast","description":"A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Cure Beast","description":"1st-Level Evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Instantaneous A beast of your choice that you can see within range regains a number of Hit Points equal to 1d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cure Wounds","description":"Classes : Artificer, Bard , Cleric , Druid , Paladin , Ranger A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier . This spell has no effect on undead or constructs . At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Cure Wounds","Level":1,"Range":"Touch","School":"Evocation","Target":"A creature you touch","Classes":"Artificer, Bard, Cleric, Druid, Paladin, Ranger","Healing":"1d8","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cure Wounds","description":"1st-Level Evocation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Cure Wounds","Level":1,"School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cure Wounds","description":"1st-Level Evocation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Cure Wounds","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cure Wounds","description":"1st-Level Evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on Undead or Constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":17254,"Components":"V, S","Damage Type":"healing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Cure Wounds","description":"Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Abjuration","Name":"Cure Wounds","Level":1,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cure Wounds","description":"Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Cure Wounds\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Cure Wounds\\\",\\\"description\\\":\\\"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The healing increases by 2d8 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Curse of Binding","description":"7th-level enchantment (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a body part from the intended target, such as a fingernail, a lock of hair, or a drop of blood) Duration: Until dispelled You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be cursed to be permanently bound to the chosen location. While cursed, the target can act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet toward the point it was bound to. Additionally, if the creature tries to use extraplanar travel, it must make another Charisma saving throw. On a failure, the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes. A remove curse spell cast using a spell slot of 7th level or higher ends this curse early.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"enchantment (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Curse of Blades","description":"3rd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Unholy bands of black energy tie a creature to its weapon. Choose a creature you can see within range that is holding a weapon to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. A cursed target can’t willingly drop or stow its weapon. Additionally, whenever it takes the Attack action on its turn, it makes one additional attack using its weapon targeting itself, against its own AC, dealing damage as normal on a hit. A remove curse spell ends this curse early.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Curse of Boreas","description":"6th-Level Transmutation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Concentration, up to 1 minute A whisper of freezing wind wafts from your lips in a 60-foot cone. Each creature in the area must make a Charisma saving throw, taking 4d8 cold damage and being restrained on a failed save or half as much damage with no additional effect on a successful one. A creature restrained by this spell takes 2d8 cold damage at the end of each of its turns and then must make another Charisma saving throw. It has advantage on this saving throw if it has taken any fire damage since the end of its last turn. If it successfully saves against this spell three times, the spell ends for it. If it fails its save three times, it is shrouded in ice and restrained for 10 minutes. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. Another creature can free a restrained creature in 1 minute using fire or weapons to chip away the ice. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Charisma","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of Boreas","description":"If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming a physically inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease and signs of life are detectable; the creature still breathes and its heart continues to beat, though both happen so slowly as to be almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can't end this spell, but it can allow the target to speak (but not move or cast spells) for 1 round per the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice. Boreas and certain of his followers can use scrying to spy through the target’s senses, and the target receives no saving throw against this effect. Those touching a frozen target can request an audience with Boreas, and if they make a successful DC 15 Charisma check, he'll respond to their request through the ice.","properties":{"Category":"Spells","Save":"Charisma","Level":6,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Curse Of Boreas","description":"You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice.","properties":{"Category":"Spells","Save":"Charisma","Level":6,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse of Chains","description":"1st-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A black brand resembling iron shackles darkens the ankles of two creatures you can see. Choose two creatures you can see within range of the spell, and within 30 feet of each other, to each make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failed save, a target is cursed for the duration. If only one target is cursed by this spell, you can use your action or bonus action on a subsequent turn to choose another target within 30 feet of the cursed creature to make a saving throw. While two creatures are cursed by this spell, they are unable to willingly move further away from each other. A remove curse spell ends this curse early.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"enchantment","Expansion":26275,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Curse of Dust","description":"7th-Level Necromancy Casting Time: 10 minutes Range: 500 feet Components: V, S, M (a piece of spoiled food) Duration: 5 days You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of Dust","description":"You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"500 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse Of Dust","description":"You cast a curse on a creature that you're familiar with, causing them to be unsatiated by food no matter how much they eat. This isn't merely an issue of perception; the target physically can't draw sustenance from food and is in real danger of starving to death. Within minutes after the spell is cast, the target feels constant hunger no matter how much food is consumed. The target must make a Constitution saving throw against the spell after every 24 hours during the spell's duration. Each time the saving throw fails, the target gains one level of exhaustion. The effect ends after 1 week or when the target's Constitution saving throw succeeds for a second day in a row.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Necromancy (Hieroglyph)","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Curse of Hostility","description":"3rd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply: In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets. A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter. The target has disadvantage on any Charisma-based checks made against creatures of the chosen type. A remove curse spell ends this effect. At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of Hostility","description":"You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply. In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets. A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter. The target has disadvantage on any Charisma-based checks made against creatures of the chosen type. A remove curse spell ends this effect. At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse of Incompetence","description":"3rd-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure. d4 Result 1 Target spends its turn shouting mocking words at caster and takes a −5 penalty to its initiative roll. 2 Target stands transfixed and blinking, taking no action. 3 Target flees or fights (50 percent chance of each). 4 Target charges directly at caster, enraged.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of Incompetence","description":"With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief's Battle Cry and the hobgoblin warlord's Leadership. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Necromancy (Battle)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Curse Of Incompetence","description":"By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure. d4 Result 1 Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. 2 Target stands transfixed and blinking, takes no action. 3 Target flees or fights (50 percent chance of each). 4 Target charges directly at caster, enraged. d4 Result 1 Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. 2 Target stands transfixed and blinking, takes no action. 3 Target flees or fights (50 percent chance of each). 4 Target charges directly at caster, enraged.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse of Sustentation","description":"1st-level evocation Casting time: 1 reaction, which you take when you lose concentration on a spell due to taking damage Range: 60 feet Components: v, s Duration: instantaneous You utter a curse and gesture at the creature that distracted you and caused you to lose concentration on your spell, drawing flames of ire into your lungs. You take 1d10 fire damage, and the target must succeed on a constitution saving throw or take the same amount of fire damage. You then make another constitution saving throw to maintain concentration on the spell that triggered this reaction, adding the damage result to the roll and using the original dc from the damage the target originally dealt to you. If the saving throw succeeds, you don’t lose concentration on that spell. If the damage from this spell reduces you to 0 hit points, you fall unconscious but are stable. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to you and the target increases by 1d10 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 reaction, which you take when you lose concentration on a spell due to taking damage","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Curse of the Grave","description":"You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul. Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects: The target fails death saving throws on any roll but a 20. f the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed. The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy (blood)","Expansion":5494,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Curse of the Grave","description":"7th-Level Necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of dirt from a freshly dug grave) Duration: Until dispelled You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul. Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects: The target fails death saving throws on any roll but a 20. If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed. The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of The Grave","description":"You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul. Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects: The target fails death saving throws on any roll but a 20. If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed. The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse of Yig","description":"5th-Level Transmutation (Ritual) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a drop of snake venom) Duration: Concentration, up to 10 minutes This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig (see Creature Codex). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell. The transformation lasts for the duration or until the target drops to 0 Hit Points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig. When it reverts to its normal form, the creature has the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Of Yig","description":"This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig. An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell. The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig. When it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse Ring","description":"You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.","properties":{"Category":"Spells","Level":5,"School":"Necromancy (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Curse Ring","description":"You lay a curse upon a ring that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature who willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that put it on until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.","properties":{"Category":"Spells","Level":5,"School":"Necromancy (Ring)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Curse Ring","description":"5th-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (250 gp worth of diamond dust, which the spell consumes) Duration: Permanent until discharged You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Curse Shock","description":"1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You launch a spark of crackling curse magicks at a creature you can see within range. Make a ranged spell attack against the target, cursing the target for the duration of the spell on a hit. The cursed target subtracts your spellcasting ability modifier from the next ability check, attack roll, or saving throw it makes before the spell ends. After the target makes one of these rolls, the spell ends. A remove curse spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the cursed target subtracts your spellcasting ability modifier from an additional roll before the spell ends. For example, if you cast this spell using a 3rd-level spell slot, the creature subtracts your spellcasting ability modifier from each attack roll, ability check, and saving throw it makes within the next minute, or until it makes any combination of three of those rolls, whichever comes first.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":20542,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Curse Ward","description":"4th-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a creature and grant it a measure of protection against curses and other corrupting influences. The target has advantage on saving throws against magical effects that would curse or possess it, or cause it to become charmed or frightened. The first time the target would become charmed, frightened, possessed, or subject to a curse, the effect is instead negated for the target, and this spell ends. If the negated effect was the result of the target’s attunement to a cursed item, the spell breaks the target’s attunement to the object so it can be removed or discarded. The spell ends early if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration increases to 8 hours. When you use a spell slot of 8th or 9th level, the duration increases to 24 hours.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Curse Ward","description":"2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its hit point maximum can’t be reduced. If the target is already affected by one of these effects, the effect is suspended until the spell ends.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cursed Gift","description":"Cursed gift imbues an object with a curse or other unwanted, harmful magical effect that the caster or another creature in physical contact with the caster is currently suffering from. If this item is given to someone who freely accepts it during the duration of the spell, then the curse temporarily transfers to them. A successful Charisma saving throw negates the transfer. If the saving throw fails, the original target of the curse no longer suffers from the affliction, which transfers to the recipient of the item for the duration of the spell. Returning, destroying, or giving away the item a second time has no effect. Remove curse and comparable magic can relieve the person who received the item, but the curse still returns to the original victim when the spell expires. Cursed gift can also be cast on a cursed object. This allows the object to be given away to someone who freely accepts it, but it returns to the previous owner when the spell expires. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 day for each slot level beyond 4th.","properties":{"Category":"Spells","Level":4,"School":"Abjuration (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Cursed Gift","description":"Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cursed Gift","description":"4th-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (an object worth at least 75 gp) Duration: 24 hours Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.","properties":{"Category":"Spells","Save":"Charisma","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cut the Tethers","description":"As part of the action used to cast this spell, you must make a melee attack with a dagger that deals slashing damage against one creature within the spell’s range, otherwise the spell fails. On a hit, the target must succeed on a Wisdom saving throw or take 3d10 psychic damage or half as much on a successful saving throw. Additionally, a creature that fails its saving throw loses all the languages it knows and and all its proficiencies, except any saving throw proficiencies, for the duration. Constructs, oozes, plants, and Undead succeed on the save automatically. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success. On a failure, the creature takes 3d10 psychic damage and the spell persists.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Cyclone Strike","description":"1st-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before the spell ends, the spell creates a small vortex around the target. In addition to the normal effects of the attack, the target and each creature other than you within 5 feet of the target must make a Dexterity saving throw, taking 1d10 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V","Damage Type":"slashing","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cynophobia","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it. At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, , the duration is 1 month. When you use a spell slot of 8th level or higher, the spell lasts until it is dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Cynophobia","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it. At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Cynophobia","description":"3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a dog’s tooth) Duration: 8 hours Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it. At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dagger Haunt","description":"You create a floating, spectral copy of the dagger used to cast this spell. This dagger haunts a single creature of your choice within range that lasts for the duration, until you cast this spell again, or until the target creature moves outside of the spell’s range. When you cast the spell, you can make a melee spell attack against the target creature. On a hit, the target takes psychic damage equal to 1d4 + your spellcasting ability modifier. Additionally on a hit, the creature is treated as having an ally adjacent to it until the start of your next turn. As a bonus action on your turn, you can repeat the attack against the target creature.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Daggerhawk","description":"When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Daggerhawk","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a dagger) Duration: 1 minute When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Daisy Regrowth","description":"3rd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a daisy, which the spell consumes) Duration: concentration, up to 1 minute A circlet of daisies rests upon your brow. For the duration of the spell, you regain 1d4 hit points at the start of each of your turns. When you cast the spell, choose one damage type from the following: acid, cold, fire, lightning, or thunder. If you took damage of that type since the end of your last turn, you don’t regain hit points at the start of your turn.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dalarian's Levitation","description":"One creature of your choice that you can see within range must succeed on a Constitution saving throw. On a failure, the creature is surrounded by colorful lights and rises vertically to a height of 10 feet and remains suspended there for the duration. Ranged attacks made against the target creature have advantage while it is levitated. The spell can levitate a target that weighs up to 500 pounds. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can use your action to move the target, which must remain within the spell’s range and cannot ascend or descend past its height of 10 feet above the ground. You cannot move the target over a surface where it would not be 10 feet above ground (such as over a body of liquid or a fall). When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Dalarian's Wing","description":"A gust of wind erupts about you and you fly up to 60 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Dale’s Shadow Lock","description":"You cause a single creature within range to be bound in place by shadows you call into existence to bind the target. The target must succeed on a Strength saving throw or be restrained for the duration. The creature cannot be forced to move for the duration. If the creature teleports or uses interplanar travel to move, it must first make a Strength saving throw. On a failure, the creature remains in its position and wastes the use of the spell or effect. The target can use its action to make another Strength saving throw. On a success, the spell ends on the target.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Damage Echo","description":"3rd-level transmutation Casting time: 1 reaction, which you take when a friendly creature you can see within range deals damage to another creature with an attack that targets only one creature Range: 30 feet Components: v, s Duration: 1 round You pull an echo of the triggering attack out of the timestream, causing the attack to damage its target twice. All damage dice and modifiers for the triggering attack are rolled twice, and the attack’s target takes damage equal to the total. The friendly creature that triggered this spell then has disadvantage on attack rolls until the end of its next turn.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when a friendly creature you can see within range deals damage to another creature with an attack that targets only one creature","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Damaging Intel","description":"You study a creature you can see within range, learning its weaknesses. The creature must make a Charisma saving throw. If it fails, you learn its damage vulnerabilities, damage resistances, and damage immunities, and the next attack one of your allies in range makes against the target before the end of your next turn has advantage.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dampen Gravity","description":"Dampen Gravity 3rd-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Self (60-foot-radius sphere) Components: V, S, M (a feather) Duration: 1 hour You focus your powers to lessen the call of gravity in a 60-foot-radius sphere that moves with you, centered on you. All creatures of your choice in the sphere have their jump distance doubled and their speed increased by 10 feet. They also have advantage on Acrobatics checks and ignore falling damage if they end their fall within the sphere.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dance of Seasons","description":"Tier 1 water au gmentation Casting Time: 1 minute Base Favor Cost: 0 Range: 30 feet Components (Required): V, S Resonances: It is up to one week before or after any solstice or equinox (1 bonus favor), you are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor), Duration: Instantaneous Effects: With fluid grace, you point at a source of water in a solid (ice), liquid (water), or vapor (fog or clouds) state within range and change it to a different state. You can affect a single 5-foot cube of water this way. This invocation does not affect any water inside of a creature. If a creature is standing on ice that you turn into liquid or vapor, it must make a Dexterity saving throw. On failure, it falls into whatever is below. On success, it can spend its reaction to move up to its speed to solid ground. If a creature is standing in a source of liquid or vapor that you turn to ice, it must make a Constitution saving throw. If it is swimming in water, it makes this saving throw with disadvantage. On failure, it becomes restrained and suffers 1d12 cold damage; on its turn as an action, it can make a Strength saving throw to break free of the restraining ice. On success, it suffers half that amount of cold damage. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1 favor: You chill your targets to the bone, and those that fail the saving throw to resist being trapped in ice become vulnerable to bludgeoning damage for one minute. 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: You extend the size of the invocation, affecting an additional 5-foot cube of water within range per favor spent this way. All cubes of water you affect must undertake the same state change. 1+ favor: On your next turn, you can spend your action to repeat the transformation of water from one state to another you undertook with this invocation, using the same set of empowerments you did the previous time (without paying additional favor for them). You can do this for a number of turns equal to favor spent this way, but if you do not take this action on your turn, this effect ends.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"water augmentation","Components":"V, S","Damage Type":"cold","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Dance of the Fey","description":"1st-level conjuration Casting time: 1 reaction, which you take when a medium or smaller creature you can see moves into a space within your reach Range: self Components: v, s Duration: instantaneous You conjure fey energies around the creature that moved close to you. The creature must make a charisma saving throw. On a failed save, you and the creature are teleported to unoccupied spaces you can see within 10 feet of where you each started, and the creature has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the creature has disadvantage on the next attack roll it makes before the start of your next turn, but neither of you are teleported. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the teleportation increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 4th level or higher, you can affect a large or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can affect a huge or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can affect a gargantuan or smaller creature.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 reaction, which you take when a Medium or smaller creature you can see moves into a space within your reach","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dancing Lights","description":"You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration . You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn , you can move the lights up to 60 feet to a new spot within range . A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.","properties":{"Category":"Spells","Name":"Dancing Lights","Level":0,"Range":"120 feet","School":"Evocation","Target":"Four points within range","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A bit of phosphorus or wychwood, or a glowworm","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.<br />As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dancing Lights","description":"Evocation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration : Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.","properties":{"Category":"Spells","Name":"Dancing Lights","Level":0,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dancing Lights","description":"Evocation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration : Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.","properties":{"Category":"Spells","Name":"Dancing Lights","Level":0,"School":"Evocation","Components":"V S M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dancing Lights","description":"Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action , you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.","properties":{"Category":"Spells","School":"Illusion","Name":"Dancing Lights","Level":0,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dancing Lights","description":"Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Dancing Lights\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dancing Lights\\\",\\\"description\\\":\\\"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\\\\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of phosphorus\\\"}}\"},{\"name\":\"Dancing Lights Condition\",\"parent\":\"Dancing Lights\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Dancing Lights\\\"}\"},{\"name\":\"Dancing Lights Bonus Action\",\"parent\":\"Dancing Lights Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Dancing Lights Move Lights\\\",\\\"description\\\":\\\"As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Dancing Lights","data-description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","Level":0,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S M","Material":"a bit of phosphorus","data-CastNum":2,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Shade","description":"As you cast this spell, you animate your shadow to shield you from harm. Your dancing shade can absorb damage up to half your current hit points (up to 70) when casting the spell before dissipating. This protection extends to physical attacks that deal bludgeoning, piercing, or slashing damage as well as spells and effects that deal necrotic, radiant, or lightning damage. When the shadow absorbs the maximum amount of hit points possible, it dissipates, and you lose your shadow until you complete a short rest.","properties":{"Category":"Spells","Level":6,"School":"Abjuration","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Danse Macabre","description":"5th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 hour Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Dark Angel's Embrace","description":"7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (an angel’s pure white flight feather dipped in tar, which the spell consumes) Duration: Concentration, up to 1 minute You touch a willing creature, empowering them with the traits of a dark angel. Tattered, black feathered wings sprout from their shoulders, magically leaving holes in their clothing and armor to allow their growth. The creature's eyes take on the glimmer of burning embers, and their fingers grow into claws. A burning halo appears over their head. While the transformation lasts, the creature gains a fly speed of 60 feet, gains a +2 bonus to AC, and has advantage on Strength and Dexterity checks and all saving throws against spells and magical effects. Additionally, they gain 70 temporary hit points. While these hit points last, the creature's attacks deal an additional 1d8 necrotic damage and 1d8 fire damage, and are considered magical. The creature's claws are natural finesse weapons and deal 1d6 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the target gains an additional 15 temporary hit points for each level beyond 7th.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dark Circle","description":"You unleash a ring of disruption energy around you, engulfing all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dark Conduit","description":"You create a dark zone of disruptive energy around the target. Choose one creature within range. Make a ranged channeling attack against the creature to assail it with negative energy. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dark Dementing","description":"A dark shadow creeps across the target's mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. The target creature must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature repeats the saving throw each time it takes damage, ending the effect on a success. While frightened this way, the creature will not willingly enter or attack into a space that isn't brightly lit. If it's in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, etc.).","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"Illusion (Shadow)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dark Dementing","description":"A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, or the like).","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"Illusion (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dark Dementing","description":"5th-level illusion Casting time: 1 action Range: 120 feet Components: v, s, m (a moonstone) Duration: 10 minutes A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, or the like).","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dark Heraldry","description":"Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dark Heraldry","description":"3rd-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dark Lord's Mantle","description":"You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a d4 once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction. An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become frightened of you. If a creature moves out of the spell’s radius, it remains frightened until the start of its next turn, and then the spell ends for that creature. While frightened in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer frightened, and it cannot be affected again by your casting of this spell for 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dark Lord's Mantle","description":"5th-Level Enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a d4 once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction. An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become frightened of you. If a creature moves out of the spell’s radius, it remains frightened until the start of its next turn, and then the spell ends for that creature. While frightened in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer frightened, and it cannot be affected again by your casting of this spell for 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dark Maw","description":"Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to the temporary hit points. If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":5494,"Components":"V S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Dark Maw","description":"Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points. If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dark Maw","description":"Necromancy Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points. If you hit a humanoid target, you gain 1d4 temporary Hit Points until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dark Path","description":"You conjure a shadowy road between points to create a bridge or path where there was none before. This can bridge a chasm or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn't exist.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (Shadow)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dark Path","description":"You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dark Path","description":"2nd-level conjuration Casting time: 1 action Range: 30 feet Components: v, s, m (a lodestone) Duration: concentration, up to 1 minute You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dark Ritual","description":"You perform a dark ritual to convert the essence of a living creature into magical power. Upon casting this spell, you gain additional spell slots. The spell slots gained can have a combined level of three (three 1st-level spell slot or one 2nd-level and one 1st-level spell slot or one 3rd-level spell slot). The additional spell slots remain for the spell’s duration.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Dark Star","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 8th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes) Duration : C0ncentration, up to 1 minute This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell’s area is difficult terrain. A creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Evocation","Expansion":5016,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Dark Star","description":"8th-level evocation Casting Time : 1 action Range : 150 feet Components: V, S, M (a shard of onyx and a drop of the caster’s blood, both of which the spell consumes) Duration: Concentration, up to 1 minute This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell’s area is difficult terrain. A creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"evocation","Expansion":29448,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Dark Vortex","description":"A point you choose within range explodes into a globe of dark matter, engulfing everything within its area. Each creature in a 60-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 12d6 necrotic damage and is blinded and deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded or deafened by this power. Proteans and plant creatures have disadvantage to this saving throw. A creature affected by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded or deafened. This power snuffs out any light source in its area that was created by an esper power or effect.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dark Web of the Spider Monarch","description":"5th-Level Conjuration Casting Time: 1 action Range: Self (30-foot cube) Components: V, S, M (a thread of black silk) Duration: Concentration, up to 1 hour A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscure the area. You are unaffected by the aforementioned effects of the webs and gain a climbing Speed of 30 feet when moving on the webs. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free. Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain Hit Points equal to half the damage dealt. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained. The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to radiant damage dissipates to nothing in 1 round.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft □)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dark Web Of The Spider Monarch","description":"A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscure the area. You are unaffected by the aforementioned effects of the webs and gain a climbing speed of 30 feet when moving on the webs. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free. Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained. The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to radiant damage dissipates to nothing in 1 round.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (30 ft □)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Darkblast","description":"You launch a blast of necrotic energy at a single creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage and its hit point maximum decreases by an amount equal to half the damage dealt. This reduction lasts until the creature finishes a short rest. The target dies if this effect reduces its hit point maximum to 0. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Darkbolt","description":"You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Evocation (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Darkbolt","description":"You say a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits does 1d10 cold damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn. At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Evocation (Shadow)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Darkbolt","description":"2nd-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful constitution saving throw or be unable to use reactions until the start of its next turn. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Darkness","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration : Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.","properties":{"Category":"Spells","Name":"Darkness","Level":2,"School":"Evocation","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Darkness","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration : Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.","properties":{"Category":"Spells","Name":"Darkness","Level":2,"School":"Evocation","Expansion":5,"Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Darkness","description":"Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration . The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.","properties":{"Category":"Spells","Name":"Darkness","Level":2,"Range":"60 feet","School":"Evocation","Target":"A point you choose within range","Classes":"Sorcerer, Warlock, Wizard","Duration":"Up to 10 minutes","Material":"Bat fur and a drop of pitch or piece of coal","data-List":"false","Components":"V M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.<br />If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.<br />If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Darkness","description":"Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere . Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object . Covering that object with something opaque, such as a bowl or helm, blocks the Darkness . If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","properties":{"Category":"Spells","School":"Evocation","Name":"Darkness","Level":2,"Casting Time":"Action","Components":"V M","data-RangeAoe":"60 ft (15 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Darkness","description":"Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Darkness\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Darkness\\\",\\\"description\\\":\\\"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\\\\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. 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Darkvision can't see through it, and nonmagical light can't illuminate it.\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V M","Material":"bat fur and a piece of coal","data-CastNum":2,"data-RangeNum":60,"data-RangeAoe":"60 ft (15 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Darkvision","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (Either a pinch of dried carrot or an agate) Duration : 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.","properties":{"Category":"Spells","Name":"Darkvision","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Darkvision","description":"You touch a willing creature to grant it the ability to see in the dark. For the duration , that creature has darkvision out to a range of 60 feet.","properties":{"Category":"Spells","Name":"Darkvision","Level":2,"Range":"Touch","School":"Transmutation","Target":"A willing creature","Classes":"Artificer, Druid, Ranger, Sorcerer, Wizard","Duration":"8 hours","Material":"Either a pinch of dried carrot or an agate","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Darkvision","description":"Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvision with a range of 150 feet.","properties":{"Category":"Spells","School":"Transmutation","Name":"Darkvision","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Darkvision","description":"Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvision with a range of 150 feet.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Darkvision\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Darkvision\\\",\\\"description\\\":\\\"For the duration, a willing creature you touch has Darkvision with a range of 150 feet.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a dried carrot\\\"}}\"},{\"name\":\"Darkvision Condition\",\"parent\":\"Darkvision\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Darkvision\\\"}\"},{\"name\":\"Darkvision Sense\",\"parent\":\"Darkvision Condition\",\"payload\":\"{\\\"type\\\":\\\"Sense\\\",\\\"name\\\":\\\"Darkvision\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":150}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Darkvision","data-description":"For the duration, a willing creature you touch has Darkvision with a range of 150 feet.","Level":2,"Casting Time":"Action","Duration":"8 hours","Range":"Touch","Components":"V S M","Material":"a dried carrot","data-CastNum":2,"data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dash of the Sentinel","description":"5th-level evocation Casting time: 1 action Range: self (100-foot line) Components: v s m (a jagged twig) Duration: instantaneous You magically launch yourself forward. You move up to 100 feet in a straight line and can move through the space of any creature. This movement doesn’t provoke opportunity attacks. The first time you enter a creature’s space during this move, that creature must make a dexterity saving throw. On a failed save, a creature takes 10d6 force damage and is knocked prone if it is your size or smaller. On a successful save, a creature takes half the damage and isn’t knocked prone. When you move through a creature’s space, you can choose to not affect it. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V S M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Data Ghost","description":"You create a digital mask to hide your presence on any computer system or network. This power can be used to target up to six companions and yourself. For the duration of this power, any Intelligence check made in an effort to locate the presence or activity of these targets within a particular computer system is made at a -10 penalty. In addition, any activity performed by you or your chosen targets during the duration of this power is immediately erased from the system when the effect ends.","properties":{"Category":"Spells","Level":2,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dawn","description":"5th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration : Concentration, up to 1 minute The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Evocation","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Daybreak","description":"A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be blinded until the end of your next turn. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"fire or radiant","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Daydream","description":"You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell. A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Daydream","description":"Daydream 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny, four-panelled window) Duration: Concentration, up to 1 minute Class: Bard, Druid, Warlock You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell. A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Daydream","description":"1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny, four-panelled window) Duration: Concentration, up to 1 minute Class: Bard, Druid, Warlock You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell. A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Daylight","description":"A 60-foot-radius sphere of light spreads out from a point you choose within range . The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.","properties":{"Category":"Spells","Name":"Daylight","Level":3,"Range":"60 feet","School":"Evocation","Target":"A point you choose within range","Classes":"Cleric, Druid, Paladin, Ranger, Sorcerer","Duration":"1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":9,"data-description":"A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.<br />If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br />If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Daylight","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.","properties":{"Category":"Spells","Name":"Daylight","Level":3,"School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Daylight","description":"Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere . The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object . Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.","properties":{"Category":"Spells","School":"Evocation","Name":"Daylight","Level":3,"Casting Time":"Action","Components":"V S","data-RangeAoe":"60 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Daylight","description":"Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Daylight\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Daylight\\\",\\\"description\\\":\\\"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\\\\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\\\\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Daylight","data-description":"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\nIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.","Level":3,"Casting Time":"Action","Duration":"1 hour","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":60,"data-RangeAoe":"60 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Daze","description":"This power puts its targets into a confused haze. Creatures within 20 feet of a point you choose within range must make a Wisdom saving throw or be placed into a state of confusion and considered to be restrained by the psychic energy until the end of its next turn. If the creature succeeds on its saving throw, it is immune to this power’s effects for the next 24 hours. Automatons, constructs, and creatures immune to being charmed aren’t affected by this power.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dazzling Lights","description":"You conjure spinning blue lights around the head of a single creature within range. The creature must make a Dexterity saving throw. On a failure, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the spell’s duration, the creature has disadvantage on attack rolls.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Dazzling Pop","description":"1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a firecracker) Duration: Instantaneous You create a burst of noise and shimmering lights in the space of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 radiant damage and 1d4 thunder damage and is blinded and deafened until the start of your next turn, or takes half as much damage and isn’t blinded or deafened on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the radiant and the thunder damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"illusion","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dead Fog","description":"3rd-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A 15-foot-radius sphere of fog, filled with the necromantic Dead Mists, appears centered on a point you can see within range. The fog spreads around corners, and its area is heavily obscured. It lasts for the duration, or until strong wind disperses the fog, ending the spell. When you cast this spell, you can empower it with your own life essence by losing 10, 15, or 20 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher if you lost 10 hit points, two levels higher if you lost 15 hit points, and three levels higher if you lost 20 hit points, up to a maximum of 9th level. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save. Additionally, when a creature tries to leave the sphere of fog, you can choose for the fog to grasp the creature with misty tendrils. The creature must make a Strength saving throw to leave the fog, and is unable to move on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Expansion":26275,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dead Man Walking","description":"4th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a shroud, blanket, or clothing item from the corpse) Duration: 7 days You return a dead creature you touch to life, provided it died from a disease or poison and has been dead no longer than 10 days. The creature’s soul must be willing (without knowledge of what spell is resurrecting it) and able to rejoin its body. The creature returns to life with 1 hit point and can’t be healed further. All diseases or poisons that afflicted the creature at the time of its death remain, but it suffers no further damage or penalties from them. The creature can’t be cured of these diseases and poisons, and it is immune to any future diseases or poisons that would afflict it. If the creature is infected with a contagious or transmissible disease or poison, it can continue infecting others. When the spell ends, the creature dies again and can be restored to life only by means of a true resurrection or wish spell.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dead Mist Lash","description":"1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure forth a glowing white tendril formed of the sinister, necromantic Dead Mists, which lashes out at a foe you can see within range. When you cast this spell, you can empower it with your own life essence by losing 5, 10, or 15 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher for every 5 hit points lost, up to a maximum of 9th level. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d8 necrotic damage. At Higher Levels. If you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":26275,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dead Walking","description":"As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead creatures for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell. At Higher Levels. When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Expansion":5494,"Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Dead Walking","description":"As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell. At Higher Levels. When you cast this spell using a 3rdlevel spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Level":2,"School":"Illusion","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dead Walking","description":"As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell. At Higher Levels. When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dead Walking","description":"2nd-Level Illusion Casting Time: 1 action Range: 10 feet Components: V, S, M (a copper piece) Duration: Concentration, up to 1 hour As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell. At Higher Levels. When you cast this spell using a 3rd‑level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dead Weight","description":"You target a single creature within range causing its burdens to be magnified in weight. The creature must make a Strength saving throw. On a failure, the creature’s speed drops by 10 feet. If the creature picks up any objects besides what it had on it when this spell was cast, its speed is reduced to 20 and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution so long as it carries that object.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Deadly Salvo","description":"When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.","properties":{"Category":"Spells","Level":5,"School":"evocation","Expansion":16832,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Deadly Sting","description":"You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Deadly Sting","description":"You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell's duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Transmutation (Dragon)","Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Deadly Sting","description":"8th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a thorn) Duration: Concentration, up to 1 minute You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Death Burst","description":"4th-level necromancy Casting Time: 1 action Range: Self (20-foot radius) Components: V Duration: Instantaneous You gather necromantic energies around yourself and release them in a burst that ripples outward from you. Each creature of your choice within 20 feet of you must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this damage dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, for each slot level above 4th, the damage increases by 1d8 and the radius increases by 5 feet.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Death God's Touch","description":"This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Death God's Touch","description":"This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Expansion":5494,"Components":"V S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Death God's Touch","description":"7th-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Death Shroud","description":"Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You make a hand sign of endings and focus your will on a creature within range. That creature gains a death shroud. When you deal damage to that creature with an attack, you can discard the death shroud to deal an additional 2d4 damage. The additional damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Death Toll","description":"4th-level necromancy Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 1 minute You conjure a shadowy bell in front of you that rings with an ominous, ethereal tone for the duration. When you cast this spell, each creature within 30 feet of you that isn’t an undead or construct must succeed on a wisdom saving throw or become frightened for the duration. While frightened by this spell, a creature views you as a specter of death and impending pestilence, and it must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, it can make a wisdom saving throw, ending the frightened condition on itself on a success. Until this spell ends, each creature that starts its turn within 30 feet of you has disadvantage on death saving throws and on constitution saving throws against disease and necrotic damage.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Death Ward","description":"4th-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.","properties":{"Category":"Spells","Name":"Death Ward","Level":4,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Death Ward","description":"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage , the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.","properties":{"Category":"Spells","Name":"Death Ward","Level":4,"Range":"Touch","School":"Abjuration","Target":"A creature","Classes":"Cleric, Paladin","Duration":"8 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"You touch a creature and grant it a measure of protection from death.<br />The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.<br />If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Death Ward","description":"Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point , and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage , that effect is negated against the target , and the spell ends.","properties":{"Category":"Spells","School":"Abjuration","Name":"Death Ward","Level":4,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Death Ward","description":"Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Death Ward\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Death Ward\\\",\\\"description\\\":\\\"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\\\\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Death Ward Condition\",\"parent\":\"Death Ward\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Death Ward\\\",\\\"description\\\":\\\"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\\\\n\\\\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.\\\\n\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Death Ward","data-description":"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.","Level":4,"Casting Time":"Action","Duration":"8 hours","Range":"Touch","Components":"V S","data-CastNum":2,"data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Death's Dart","description":"You throw a dart of necrotic energy at a creature you can see within range. Make a ranged spell attack against the target. On a successful hit, the target takes 4d10 necrotic damage.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Death's Retribution","description":"5th-level abjuration Casting time: 1 minute Range: self (30-foot-radius sphere) Components: v, s, m (a glass orb, which is consumed when the spell detonates) Duration: 8 hours You infuse yourself with devastating energy to be unleashed upon your death. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. When you die, your body detonates, releasing an explosion of energy in a 30-foot-radius sphere centered on your body. Alternatively, you can use your reaction when you are reduced to 0 hit points to trigger this spell, detonating your body and dying immediately. Each hostile creature within that explosion must make a dexterity saving throw, taking 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The creature that inflicted the fatal damage to you has disadvantage on the saving throw, and all 1s on the damage dice are treated as 2s when determining the amount of damage that creature takes. Your body and all nonmagical objects you are wearing and carrying are destroyed when you detonate. If this spell destroys your body, you can be restored to life only by means of a true resurrection or wish spell. You can use only one death’s retribution spell at a time. If you cast this spell again, the previous effect ends and is replaced by the new casting. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Deathbellow War Cry","description":"You summon four minotaurs , which appears in unoccupied spaces that you can see within range. A minotaur disappears when it drops to 0 hit points or when the spell ends. The minotaurs are friendly to you and your companions for the duration. Roll initiative for the minotaurs, which have their own turns. They obey any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the minotaurs, they defends themselves from hostile creatures but otherwise takes no actions.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Debilitate","description":"Malefic word, necromancy Casting Time: 1 action Range: 45 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: The malefic Word of Power you speak slips from your lips, sapping the strength of one creature within range. The chosen creature must make a Constitution saving throw. If it fails, it becomes maimed (–10 ft. speed and disadvantage on Dexterity saving throws, removed after it regains HP) and weakened (it loses its damage resistances, and its damage immunities become resistances) until the end of your next turn. If the target succeeds, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (1 vitality): The target remains maimed and weakened until the end of your next turn. Feedback: The sickening syllables crawl into the roots of your mind, leaving you weak and sickened. You become maimed and weakened until the end of your next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Debilitating Strike","description":"The next time you hit a creature with a weapon attack during this power’s duration, your weapon unleashes a wave of psychic energy, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Technique","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Decay","description":"Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Decay","description":"Necromancy Cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a handful of ash) Duration: Instantaneous Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Decelerate","description":"You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can’t reduce a creature’s speed to less than 5 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Decelerate","description":"2nd-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a toy top) Duration: 1 minute You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking Speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s Speed is halved again at the start of each of your turns. For example, if a creature with a Speed of 30 feet fails its initial saving throw, its Speed drops to 15 feet. At the start of your next turn, the creature’s Speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can’t reduce a creature’s Speed to less than 5 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Decipher Languages","description":"For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be within 5 feet of the surface upon which the language is written. It takes about 1 minute to read one page of text. This power doesn’t decode secret messages in a text, understand unique symbols, or decrypt programming code that isn’t specifically used for communication purposes only.","properties":{"Category":"Spells","Level":1,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Deep Breath","description":"The recipient of this spell can breathe and function normally in thin oxygen, suffering no ill effect at altitudes up to 30,000 feet. If more than one creature is touched during casting, the duration is divided evenly among all creatures touched. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 2 hours for each slot level beyond 4th.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Deep Breath","description":"The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Deep Breath","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 2 hours The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Deep Dive","description":"1st-level transmutation Casting Time : 1 action Range : Touch Components : V, S, M (a fish scale) Duration : 10 minutes Classes : Druid, Ranger Your lungs fill with air, granting yourself or a willing creature you touch the ability to take a deep dive. While submerged in water, the target can hold its breath for the duration and gains a swim speed equal to their current walking speed. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The additional creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Deep Focus","description":"You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Deep Focus","description":"3rd-Level Evocation (Ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Special You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.","properties":{"Category":"Spells","Level":3,"School":"evocation (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Deep Freeze","description":"You send a blast of deep cold at a creature, dealing 4d8 cold damage to it and encasing it in ice. An encased creature is grappled and takes an extra 2d8 cold damage at the start of its turn every round it remains encased. If the target of this spell makes a successful Dexterity saving throw, it takes half the damage and none of the extra damage and is not encased in ice, but the ice that clings to its body reduces its speed by 15 feet (to a minimum speed of 5 feet) until it takes an action to remove the ice. A grappled target can take an action to make a Strength check against your spell save DC, breaking free of the ice on a success. Alternatively, another creature within 5 feet of the target can make a Strength check on its turn, freeing the creature on a success. The ice can also be attacked. It has AC 12, 10 hit points, and vulnerability to fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Deep Freeze","description":"4th-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of ice or quartz) Duration: Concentration, up to 1 minute You send a blast of deep cold at a creature, dealing 4d8 cold damage to it and encasing it in ice. An encased creature is grappled and takes an extra 2d8 cold damage at the start of its turn every round it remains encased. If the target of this spell makes a successful Dexterity saving throw, it takes half the damage and none of the extra damage and is not encased in ice, but the ice that clings to its body reduces its Speed by 15 feet (to a minimum Speed of 5 feet) until it takes an action to remove the ice. A grappled target can take an action to make a Strength check against your spell save DC, breaking free of the ice on a success. Alternatively, another creature within 5 feet of the target can make a Strength check on its turn, freeing the creature on a success. The ice can also be attacked. It has AC 12, 10 hit points, and vulnerability to fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Deep Roots of the Moon","description":"You bind shadow material into an enchanted fey road, fixing its path between two points so as to hold against ordinary weather and mundane alteration and to stretch and bend in shadow tides. This is called a shadow road, and it is subject to normal wear, to destruction by those with the tools to break it, and to magical destruction by hostile forces, such as by dispel magic . If you wish, the spell may include a prayer or offering that serves as a keyword. This secret of the road allows anyone who knows and uses it to add one or two effects to the road, such as faster travel on the road (up to double the overland speed usually permitted) or locking and unlocking the road's portals outside of the Shadow Realm. Those who do not know the prayer, ritual, or offering cannot enter the road from outside of the Shadow Realm.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V M","Casting Time":"1 action","data-RangeAoe":"10 miles per caster"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Defenestration","description":"2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous A wave of force erupts from your open hand, hurling a creature you can see within range through a window. The target makes a Strength saving throw. On a failure, the target is thrown up to 20 feet through a window of your choice. If there is no window within 20 feet of the target, it is instead thrown through a window of arcane force, which materializes 10 feet behind it and vanishes after the creature shatters it. The target takes 4d6 slashing damage as it flies through a window. On a successful save, the target instead is pushed back 5 feet and takes no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target can be pushed back an additional 5 feet for each slot level above 2nd, and takes an additional 1d6 slashing damage for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Defensive Quills","description":"Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Defensive Quills","description":"3rd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a porcupine’s quill) Duration: 10 minutes Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Defiant Strike","description":"You brandish the weapon used in the spell’s casting and make a melee attack and damage roll with it. Each creature within 5 feet of you that has an AC equal to or lower than the melee attack roll’s result takes radiant damage equal to the damage roll + your spellcasting modifier. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Defile Healing","description":"You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature cast a healing spell ","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Defile Healing","description":"7th-level necromancy Casting time: 1 reaction, which you take when you see a creature cast a healing spell Range: 60 feet Components: v, s Duration: instantaneous You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful constitution saving throw. At higher levels. When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy","Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature cast a healing spell"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Deflect Elements","description":"You place a small field generator on one willing creature. Once before the end of the duration, that creature will receive a +2 bonus to their next saving throw versus any elemental damage type (fire, frost, lightning, thunder). The effect then ends.","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Deflection","description":"You attempt to deflect and redirect a spell being cast upon you. If the creature is casting a spell of 3rd level or lower, you choose a new target for the spell within this spell’s range. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you choose a new target for the spell within this spell’s range. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell is deflected if its level is less than the level of the spell slot you used.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"S","Casting Time":"1 reaction, which you take when you are the only target of a spell being cast by a creature within 60 feet of you","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Deflection","description":"Abjuration cantrip Casting time: 1 reaction, which you take when you are hit by a melee attack Components: s Range: touch Duration: instantaneous You wave your hand toward an attacker, briefly placing a magical barrier between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. If you reduce the damage to 0, you can turn the deflected damage back onto your attacker. Make a melee spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you deflected. The damage you can deflect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when you are hit by a melee attack","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Degenerate","description":"You touch a creature and stimulate its natural aging processes. The target must make a Constitution saving throw. On a failed save, the target loses up to 36 (8d8) hit points; if the target would be reduced to 0 hit points, they instead have 1 hit point. For the duration of the spell, the target loses 1 hit point at the start of each of its turns (10 hit points each minute) and it gains no benefit from resting. The target’s appendages (fingers, legs, tails, and so on), if any, rot and fall away after 10 minutes. If you keep the rotted part and hold it to the stump at the spell end, it instantaneously causes the main body of the affected creature to become poisoned for 24 hours. The spell can also be ended by heal (cast as a 7th-level or higher spell) or more powerful magic.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Expansion":5818,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dehydration","description":"1st-level evocation Casting time: 1 action Range: 30 feet Components: v Duration: instantaneous You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Delay","description":"2nd-level transmutation (chronomancy) Casting Time: 1 action Range: 60 feet Components: V, S, M (an octagonal sign) Duration: Instantaneous You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation (chronomancy)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Delay Injury","description":"Necromancy cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a bundle of healing herbs) Duration: Instantaneous One creature within range chooses an Injury they have sustained of any severity. That creature makes a Constitution saving throw with a DC equal to the Medicine check DC to temporarily recover from the Injury. On a successful saving throw, they ignore the effects of that Injury until the end of their next turn, or until they take damage, whichever is longer, up to a maximum of 1 minute.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Delay Potion","description":"Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion; otherwise the spell has no effect. At any point during delay potion’s duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally. You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Delay Potion","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour (see below) Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion; otherwise, the spell has no effect. At any point during delay potion’s duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all, and you can consume and benefit from other potions normally. You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Delayed Blast Fireball","description":"A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration . When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw . A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Name":"Delayed Blast Fireball","Level":7,"Range":"150 feet","School":"Evocation","Target":"A chosen point within range","Classes":"Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A tiny ball of bat guano and sulfur","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":150,"data-DurationNum":3,"data-description":"A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Delayed Blast Fireball","description":"7th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration : Concentration, up to 1 minute A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Name":"Delayed Blast Fireball","Level":7,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Delayed Blast Fireball","description":"Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfure) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw . A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw . On a failed save , the spell ends, causing the bead to explode. On a successful save , the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.","properties":{"Category":"Spells","School":"Evocation","Name":"Delayed Blast Fireball","Level":7,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Delayed Blast Fireball","description":"Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfure) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Delayed Blast Fireball\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Delayed Blast Fireball\\\",\\\"description\\\":\\\"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\\\\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\\\\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\\\\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a ball of bat guano and sulfur\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Delayed Blast Fireball Condition\",\"parent\":\"Delayed Blast Fireball\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Delayed Blast Fireball\\\",\\\"description\\\":\\\"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw.\\\"}\"},{\"name\":\"Delayed Blast Fireball Attack Explosion\",\"parent\":\"Delayed Blast Fireball\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Delayed Blast Fireball Explosion\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes Fire damage equal to the total accumulated damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Delayed Blast Fireball Attack Touched\",\"parent\":\"Delayed Blast Fireball\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Delayed Blast Fireball Touched\\\",\\\"description\\\":\\\"If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Spell ends, causing the bead to explode.\\\",\\\"onSucceed\\\":\\\"The creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\\\"}}\"},{\"name\":\"Delayed Blast Fireball Damage\",\"parent\":\"Delayed Blast Fireball Attack Explosion\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Delayed Blast Fireball Damage Upcast\",\"parent\":\"Delayed Blast Fireball Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":8,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Delayed Blast Fireball Extra Damage\",\"parent\":\"Delayed Blast Fireball Attack Explosion\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Delayed Blast Fireball Additional Damage\\\",\\\"description\\\":\\\"The damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Delayed Blast Fireball","data-description":"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.","Level":7,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"150 feet","Components":"V S M","Material":"a ball of bat guano and sulfur","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.","data-CastNum":2,"data-RangeNum":150,"Save":"Dexterity","Damage":"12d6","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Delayed Healing","description":"Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Delayed Healing","description":"3rd-Level Evocation Casting Time: 1 minute Range: Touch Components: V, M (a bloodstone worth 100 gp, which the spell consumes) Duration: Instantaneous Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains Hit Points equal to 1d4 + your spellcasting ability modifier (minimum of 1). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Delerium Blast","description":"","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"Contaminated evocation","Expansion":21300,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"20 feet radius within 150 feet"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Meteor Swarm","description":"When you cast this spell, you gain 1 Contamination Level. You call down eldritch falling stars that crash into the earth at four points you can see within range. Each creature within a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 radiant damage, 10d6 necrotic damage, 10d6 thunder damage, 10d6 psychic damage, and 10d6 force damage on a failed saving throw, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. The falling stars leave lasting contamination in the areas they affect, which lasts for one hour. A creature that starts its turn within the affected area must make a Constitution saving throw. On a failed saving throw, the creature takes 5d6 necrotic damage and gains 1 Contamination Level. It takes half as much damage and does not gain any Contamination Levels on a successful save. A creature reduced to 0 hit points by this damage immediately undergoes a Monstrous Transformation as if they had gained 6 Contamination Levels. The spell damages structures and objects in the area that aren't being worn or carried.","properties":{"Category":"Spells","Save":"Dexterity, Constitution","Expansion":29025,"Damage Type":"radiant, necrotic, thunder, psychic, force"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Delerium Orb","description":"","properties":{"Category":"Spells","Level":1,"School":"Contaminated evocation","Expansion":21300,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Demand","description":"6th-level enchantment Casting Time: 1 action Range: Unlimited Components: V, S, M (a snake’s tongue and a piece of copper wire) Duration: Concentration, up to 8 hours You send a short message of twenty-five words or fewer to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance, and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You can use this message to suggest a reasonable-sounding course of activity to the target, in which case the target must make a Wisdom saving throw or be compelled to follow your instructions for the duration, as per the suggestion spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Unlimited"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Demiplane","description":"You create a shadowy door on a flat solid surface that you can see within range . The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.","properties":{"Category":"Spells","Name":"Demiplane","Level":8,"Range":"60 feet","School":"Conjuration","Target":"A flat solid surface that you can see within range","Classes":"Warlock, Wizard","Duration":"1 hour","data-List":"false","Components":"S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":9,"data-description":"You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.<br />Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Demiplane","description":"8th-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: S Duration : 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.","properties":{"Category":"Spells","Name":"Demiplane","Level":8,"School":"Conjuration","Expansion":5,"Components":"S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Demiplane","description":"Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature , you can connect the shadowy door to that demiplane instead.","properties":{"Category":"Spells","School":"Conjuration","Name":"Demiplane","Level":8,"Casting Time":"Action","Components":"S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Demiplane","description":"Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":8,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Demiplane\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Demiplane\\\",\\\"description\\\":\\\"You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\\\\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\\\\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"somatic\\\":true}}\"}]","filter-Components":"Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Demiplane","data-description":"You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\nWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\nEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.","Level":8,"Casting Time":"Action","Duration":"1 hour","Range":"60 feet","Components":"S","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Demolish","description":"You swing your hand toward a creature or object you can see within range and project a solid destructive force from your hand. Make a melee spell attack against the target. You have advantage if the target is an object. On a hit, the target takes 1d8 force damage. When you target an object with this spell and deal damage, you ignore damage threshold and maximize your damage dice against the target. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Demon Within","description":"One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time. If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration (fiendish)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Demon Within","description":"3rd-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a vial of blood from a humanoid killed within the previous 24 hours) Duration: Concentration, up to 1 minute One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of Challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time. If the target drops to 0 Hit Points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Densini's Radiance","description":"3rd-level evocation Casting time: 1 action Range: 120 feet Components: v, s Duration: instantaneous You call down an explosion of radiant fire from the heavens on a point you can see in range. Each creature in a 15-foot-radius sphere centered on that point must make a constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is marked with holy radiance until the end of your next turn. On a successful save, a creature takes half the damage and isn’t marked. The next attack roll against a marked creature before the end of your next turn has advantage. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Deploy Personal Barrier","description":"1st-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (scrap metal and wiring worth at least 10 gp, which the spell consumes) Duration: 1 minute You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. The creature gains temporary hit points equal to 1d6 + your spellcasting ability modifier. Until the spell ends, at the start of each of the target’s turns, it can choose to gain a number of temporary hit points equal to your spellcasting ability modifier. Each time the target takes damage from an attack, you must make an Intelligence saving throw with DC equal to 10 or half the amount of damage the target took, whichever is higher. On a failure, the spell ends. When the spell ends, the target loses any remaining temporary hit points from this spell. The shield generator also falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the initial amount of temporary hit points the target gains increases by 1d6 (to a maximum of 5d6 plus your spellcasting ability modifier).","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deploy Shock Shield","description":"4th-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (scrap metal and wiring worth at least 75 gp, which the spell consumes) Duration: 1 minute You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. Until the spell ends, the target has resistance to damage from melee attacks, and whenever a creature hits the target with a melee attack, the attacker takes 2d8 lightning damage. Each time the target takes damage from a melee attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends. When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 3d8.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deploy Velocity Shield","description":"2nd-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (scrap metal and wiring worth at least 25 gp, which the spell consumes) Duration: 1 minute You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. Until the spell ends, the target has resistance to damage from ranged attacks. Each time the target takes damage from a ranged attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends. When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Depth Charge","description":"With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw . A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":23695,"Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Depth Charge","description":"Depth Charge 3rd-level evocation Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S, M (some metamorphic rock) Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw . A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dermal Overlay","description":"You imbue a willing creature with a semi-translucent protective field that hovers an inch above their skin. For the duration, the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Deserved Transfer","description":"2nd-Order Metamorphosis Power Manifestation Time : 1 action Rang e: 30 feet Duration: Instantaneous Creatures: Jutkarr Flintfingers You fire a bolt of draining psychic energy at a creature within range. Make a ranged power attack against the target. On a hit, the target takes 2d8 psychic damage, and the psychic energy bounces to another creature you can see within 30 feet of you. The second creature gains temporary hit points equal to half the damage dealt. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d8.","properties":{"Category":"Spells","Level":2,"School":"Metamorphosis","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Desiccating Breath","description":"You spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 22 (4d10) necrotic damage, or half damage with a successful Constitution saving throw. The damage is 33 (6d10) against plants and plant creatures, halved with a successful Constitution saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation (Hieroglyph)","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Desiccating Breath","description":"You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Desiccating Breath","description":"4th-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a clump of dried clay) Duration: Instantaneous You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Desiccating Sphere","description":"4th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pound of salt) Duration: Instantaneous You reach out, pulling the life-giving water from each creature in a 20-foot radius sphere centered on a point you can see within range. Each living creature in the sphere must make a Constitution saving throw or take 5d10 damage and gain a special Injury, \"Dehydrated\". While Injured in this way, a creature gains one level of exhaustion and has its non-magical movement speeds reduced by 5 feet. Dehydrated is an Injury of Setback I severity, and is automatically removed at the end of a long rest. A creature cannot gain this Injury more than once, and it cannot be removed with a Wisdom (Medicine) check unless that check is made in conjunction with healing magic or made at the end of a short rest. On a successful save, a creature takes half damage and is not Injured. Plants have disadvantage on the saving throw, are vulnerable to the damage, and the movement speed penalty of the Dehydrated Injury increases to 10 feet.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"special Injury \"Dehydrated\"","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Desiccating Touch","description":"Your mere touch siphons the moisture out of a living creature. Make a melee spell attack against a creature. On a hit, the creature takes 2d8 necrotic damage and must succeed on a Constitution saving throw, or gain a level of exhaustion. If the target already had one or more levels of exhaustion, this saving throw is at disadvantage. At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the spell causes 1d8 more damage for each spell slot above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Expansion":20844,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Desolation","description":"You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes unfertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster's spellcasting ability against your spell save DC. If the check succeeds, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Living creatures that take a short rest within the area of a desolation halve the result of any hit dice they expend. Desolation counters the effects of a bloom spell. Ritual Focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"Necromancy (Ritual; High Elven)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Desolation","description":"You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. Desolation counters the effects of a bloom spell. Ritual Focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"Necromancy (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Desolation","description":"8th-level necromancy (ritual) Casting time: 1 hour Range: self Components: v, s, m (an obsidian acorn worth at least 500 gp, which is consumed in the casting) Duration: 1 year You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster’s spellcasting ability against your spell save dc. On a successful check, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, rejoining the march of nature. A living creature that finishes a short rest within the area of a desolation spell halves the result of any hit dice it expends. Desolation counters the effects of a bloom spell. Ritual focus. If you expend your ritual focus, the duration becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Destructive Resonance","description":"You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Destructive Resonance","description":"You shout a scathing string of Void Speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can’t take reactions until the start of their next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"void","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Destructive Wave","description":"5th-Level Evocation Casting Time : 1 action Rang e: Self (30-foot radius) Components: V Duration : Instantaneous You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.","properties":{"Category":"Spells","Name":"Destructive Wave","Save":"Constitution","Level":5,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Destructive Wave","description":"Level 5 Evocation (Paladin) Casting Time: Action Range: Self Components: V Duration: Instantaneous Destructive energy ripples outward from you in a 30-foot Emanation . Each creature you choose in the Emanation makes a Constitution saving throw . On a failed save , a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save , a target takes half as much damage only.","properties":{"Category":"Spells","School":"Evocation","Name":"Destructive Wave","Level":5,"Casting Time":"Action","Components":"V","Save":"Constitution","Damage Type":"Thunder","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Detect Dragons","description":"You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it's cast unless you have the means to take a second action that turn.","properties":{"Category":"Spells","Level":2,"School":"Divination (Dragon)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Detect Dragons","description":"You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.","properties":{"Category":"Spells","Level":2,"School":"Divination (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Detect Dragons","description":"2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Detect Evil and Good","description":"1st-Level Divination Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of comm⁠on metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Evil and Good","Level":1,"School":"Divination","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Detect Evil and Good","description":"For the duration , you know if there is an aberration , celestial , elemental , fey , fiend , or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Evil and Good","Level":1,"Range":"Self","School":"Divination","Target":"Self","Classes":"Cleric, Paladin","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.<br />The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Detect Evil and Good","description":"Level 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the location of any Aberration , Celestial , Elemental , Fey , Fiend , or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Name":"Detect Evil and Good","Level":1,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Detect Evil and Good","description":"Level 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Detect Evil and Good\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Detect Evil and Good\\\",\\\"description\\\":\\\"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Detect Evil and Good Condition\",\"parent\":\"Detect Evil and Good\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Detect Evil and Good\\\",\\\"description\\\":\\\"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\\\\n\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\\n\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Detect Evil and Good","data-description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Detect Heartbeat","description":"2nd-level divination Casting Time: 1 action Range: Self (30 feet) Components: V, S, M (a small hearing horn) Duration: Concentration, up to 10 minutes Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Tamer, Wizard You magically enhance your hearing to detect the rhythmic thud-thud of hearts. For the duration, you automatically succeed on Wisdom (Perception) checks to hear heartbeats within 30 feet of you, though your magical hearing is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You know the direction (though not the distance) towards any heartbeat you hear. In addition, for the duration, you have disadvantage on saving throws against the deafened condition and have vulnerability to thunder damage.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Detect Magic","description":"1st-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of co⁠mmon metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Magic","Level":1,"School":"Divination","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Detect Magic","description":"1st-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of co⁠mmon metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Magic","Level":1,"School":"Divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Detect Magic","description":"Classes : Artificer, Bard , Cleric , Druid , Paladin , Ranger , Sorcerer , Wizard For the duration , you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic , if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Magic","Level":1,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.<br />The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Detect Magic","description":"1st-Level Divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Detect Magic","description":"Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Name":"Detect Magic","Level":1,"Casting Time":"Action or Ritual","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Detect Magic","description":"Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Detect Magic\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Detect Magic\\\",\\\"description\\\":\\\"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"ritual\\\":true,\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Detect Magic Condition\",\"parent\":\"Detect Magic\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Detect Magic\\\",\\\"description\\\":\\\"For the duration, you sense the presence of magical effects within 30 feet of yourself.\\\"}\"},{\"name\":\"Detect Magic Action\",\"parent\":\"Detect Magic Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Detect Magic Show Aura\\\",\\\"description\\\":\\\"You can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Detect Magic","data-description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","Level":1,"Casting Time":"Action or Ritual","Concentration":"Yes","Ritual":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Detect Past","description":"3rd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pocket watch or other timekeeping device that can be wound backward) Duration: Instantaneous When you cast this spell, you must specify a type of event, such as a murder, a clandestine meeting, a battle, a celebration, or a tragedy, though you are not limited to only these options. You detect any such event that has happened in the past 1 hour within 30 feet of you. You can choose up to one event you detected and view it in its entirety as though you bore witness to it when it happened. The duration of the event and what you see are determined by the DM. At High Levels. When you cast this spell using a spell slot of 4th level or higher, you can detect events that have happened further in the past, depending on the slot level: in the past 8 hours with a 4th-level slot, in the past 24 hours with a 5th, in the past 7 days with a 6th, in the past 30 days with a 7th, in the past year with an 8th, and in the past 100 years with a 9th-level slot.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Detect Poison and Disease","description":"For the duration , you can sense the presence and location of poisons , poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Poison and Disease","Level":1,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Cleric, Druid, Paladin, Ranger","Duration":"Up to 10 minutes","Material":"A yew leaf","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.<br />The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Detect Poison and Disease","description":"1st-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S, M (a yew leaf) Duration : Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also iden⁠tify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of comm⁠on metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Name":"Detect Poison and Disease","Level":1,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Detect Poison and Disease","description":"Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you sense the location of poisons, poisonous or venomous creatures , and magical contagions within 30 feet of yourself. You sense the kind of poison, creature , or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Name":"Detect Poison and Disease","Level":1,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Detect Poison and Disease","description":"Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Detect Poison and Disease\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Detect Poison and Disease\\\",\\\"description\\\":\\\"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"ritual\\\":true,\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a yew leaf\\\"}}\"},{\"name\":\"Detect Poison and Disease Condition\",\"parent\":\"Detect Poison and Disease\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Detect Poison and Disease\\\",\\\"description\\\":\\\"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Detect Poison and Disease","data-description":"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","Level":1,"Casting Time":"Action or Ritual","Concentration":"Yes","Ritual":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S M","Material":"a yew leaf"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Detect Secrets","description":"4th-level divination (ritual) Casting time: 1 action Range: self Components: v, s, m (a magnetic needle floating in a bowl of oil) Duration: concentration, up to 10 minutes For the duration, you sense the presence of secret doors, concealed traps, and areas hidden by magical or mundane covers within 30 feet of you. If you sense a secret in this way, you see a faint aura around the secret, such as an aura outlining a secret door, a glow highlighting a trapped flagstone, or a shimmering across the illusory wall that hides a passage beyond it. A secret door or hidden area, for the purpose of this spell, includes anything purposefully hidden or concealed in some way by its creator. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a leaf-covered pit, a door behind a hanging tapestry, or a door flush with a stone wall that is opened by a pressing a specific stone. The spell would not reveal a natural weakness in the floor, an unstable ceiling, an evil tome “hidden” in plain sight alongside other books, or a crystalline phylactery “hidden” in a display case with other crystals. This spell merely reveals a secret’s presence and its location. You don’t learn the methods of opening, disarming, or otherwise bypassing or revealing the secret, but you do learn the general nature of the secret and, if it is a trap, the danger it poses. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Level":4,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Detect Shapechanger","description":"1st-level divination Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 10 minutes For the duration, you sense the presence of shapechangers within 30 feet of you and can pinpoint their locations in that area. You also learn whether the creature is in its true form or a different form. This spell detects only creatures whose bodies have been transformed in some way, such as a werewolf’s change shape or the alter self spell. It doesn’t detect creatures disguised by illusions or other similar magic, such as a hag’s illusory appearance or the disguise self spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Detect Thoughts","description":"For the duration , you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language , the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw . If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.","properties":{"Category":"Spells","Name":"Detect Thoughts","Level":2,"Range":"Self","School":"Divination","Target":"Self","Classes":"Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A copper piece","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.<br />You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.<br />Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.<br />You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.<br />Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Detect Thoughts","description":"2nd-Level Divination Casting Time : 1 action Rang e: Self Components: V, S, M (a copper piece) Duration : Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insi⁠ght into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can s⁠earch for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.","properties":{"Category":"Spells","Name":"Detect Thoughts","Level":2,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Detect Thoughts","description":"For the duration, you can read the thoughts of certain creatures. When you activate this power and as your action on each turn until the effect ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature–what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the effect ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation. You can also use this power to detect the presence of thinking creatures you can’t see. When you activate this power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of solid material such as rock, steel, or reinforced polymer blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.","properties":{"Category":"Spells","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Detect Thoughts","description":"Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (1 Copper Piece) Duration: Concentration, up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw . On a failed save , you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save , the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","properties":{"Category":"Spells","School":"Divination","Name":"Detect Thoughts","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Detect Thoughts","description":"Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (1 Copper Piece) Duration: Concentration, up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Wisdom Save","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Detect Thoughts\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Detect Thoughts\\\",\\\"description\\\":\\\"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\\\\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\\\\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"1 Copper Piece\\\"}}\"},{\"name\":\"Detect Thoughts Condition\",\"parent\":\"Detect Thoughts\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Detect Thoughts\\\",\\\"description\\\":\\\"You activate one of the effects: Sense Thoughts, Read Thoughts. Until the spell ends, you can activate either effect as a Magic action on your later turns.\\\"}\"},{\"name\":\"Sense Thoughts Action\",\"parent\":\"Detect Thoughts Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Sense Thoughts\\\",\\\"description\\\":\\\"You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\\\\n\\\\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\\\\n\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Read Thoughts Action\",\"parent\":\"Detect Thoughts Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Read Thoughts\\\",\\\"description\\\":\\\"Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Read Thoughts Condition\",\"parent\":\"Read Thoughts Action\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Read Thoughts Probe Deeper\\\"}\"},{\"name\":\"Read Thoughts Probe Deeper Action\",\"parent\":\"Read Thoughts Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Read Thoughts Probe Deeper\\\",\\\"description\\\":\\\"As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Read Thoughts Probe Deeper Attack\",\"parent\":\"Detect Thoughts\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Read Thoughts Probe Deeper\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"You discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate).\\\",\\\"onSucceed\\\":\\\"Spell ends.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Detect Thoughts","data-description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"1 Copper Piece","data-CastNum":2,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Detect Truth","description":"You create a zone of psychic waves that prohibits deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the effect ends, a creature that enters the affected area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive as long as it remains within the boundaries of the truth.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Detonate Corpses","description":"You cause up to five Small or Medium corpses that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse takes 4d10 piercing damage, or half as much damage with a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Necromancy (apocalypse)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Detonate Corpses","description":"5th-level necromancy Casting time: 1 action Range: 90 feet Components: v, s, m (a gilded bone or a fossil worth at least 100 gp) Duration: instantaneous You cause up to five corpses of small or medium creatures that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse must make a dexterity saving throw, taking 4d10 piercing damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"necromancy","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Detoxify","description":"You supply a creature with a special antitoxin. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and has resistance to poison damage.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Deva's Wings","description":"You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"Transmutation (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Deva's Wings","description":"You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet (hover). When the creature takes the attack action, it can use a bonus action to make a melee weapon attack with the wings with a reach of 10 feet. If the wing attack hits, the target takes 1d6 plus your spellcasting ability modifier in bludgeoning damage and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear and the target falls if it was aloft. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose one additional target for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"Transmutation (Angelic)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Deva's Wings","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target grows feathery wings of pure white that grant it a flying Speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Devastation","description":"You spread your hands out, weaving a swirling globe of anti-matter within the form of a creature you can see within range. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Devilsight","description":"5th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a vial of blood from a devil worth at least 100 gp, which the spell consumes) Duration: 8 hours You touch a willing creature and grant it the ability to see through magical darkness. For the duration, that creature has darkvision out to a range of 120 feet. Magical darkness doesn’t impede this darkvision.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Devour","description":"Malefic word, necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: Your mouth expands so that a devouring curse can spill forth onto one creature within range, sapping life essence to empower your own. Make a ranged spell attack against the creature. On a hit, the target takes 2d4 necrotic damage and you regain hit points equal to half that amount. If the attack misses, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). This malefic word’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). Baleful Echo (1 vitality): The creature takes 2d4 necrotic damage and you regain hit points equal to half that amount. Feedback: Now that it is free of your lips, the hungry malefic word you spoke begins to feast upon your own life essence. You suffer 1d12 necrotic damage and one level of exhaustion.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Devourer's Teeth","description":"A great wave of salt water bursts from the ground beneath your feet. Each creature in a 30-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. Along with the wave, you conjure the spirit of a great shark. Choose one creature that failed its saving throw as the shark spirit’s prey. That target takes an extra 2d10 piercing damage and is restrained by the shark spirit’s jaws. A target restrained in this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the shark spirit disappears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the wave and the damage of the spirit shark’s jaws each increase by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Expansion":21558,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (30 ft □)"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Devouring Darkness","description":"Terrifying and nightmarish monsters exist within the unknown void of the in-between. Choose up to six points you can see within range. Voidlike, magical darkness spreads from each point to fill a 10-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and no light, magical or nonmagical, can illuminate it. Each creature inside a sphere when this spell is cast must make a Dexterity saving throw. On a failed save, the creature takes 6d10 piercing damage and 5d6 psychic damage and is restrained until it breaks free as unseen entities bite and tear at it from the Void. Once a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. When a creature enters a sphere for the first time on a turn or starts its turn in a sphere, that creature must make an Intelligence saving throw. The creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one. Once created, the spheres can’t be moved. A creature in overlapping spheres doesn’t suffer additional effects for being in more than one sphere at a time.","properties":{"Category":"Spells","Level":9,"School":"evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Diabolic Tutor","description":"Choose one spell from the warlock spell list of 5th level or lower. For the spell’s duration, this spell is counted as one of your spells known and you can cast that spell once during this spell’s duration without expending a spell slot or material components.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Diamond Wall","description":"You pull at the very fabric of the air around you, converting a 40 foot cubed area into solid diamond. Any objects in that space becomes encased. A creature caught within the 40 ft. cube must succeed on a DC 18 Constitution saving throw If the saving throw fails by 5 or more, the creature is instantly encased in diamond. Otherwise, a creature that fails the save begins to begin encased and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming fully encased on a failure or ending the effect on a success. The diamond prison remains even after the spell has ended. The diamond encasing can be destroyed, however a shatter spell is too weak to affect it; a disintegrate spell, or a +2 magical weapon or higher is needed to do any damage to it. Each 5 foot by 5 foot cube has an AC of 26 and 25 hit points before it shatters into irregular shards of now worthless diamond.","properties":{"Category":"Spells","Level":9,"School":"Transmutation","Components":"a diamond worth 10,000 gp","Casting Time":"1 action"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Dimension Door","description":"You teleport yourself from your current location to any other spot within range . You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity . The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage , and the spell fails to teleport you.","properties":{"Category":"Spells","Name":"Dimension Door","Level":4,"Range":"500 feet","School":"Conjuration","Target":"See text","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":500,"data-DurationNum":0,"data-description":"You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”<br />You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br />If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.","data-RangeAoe":"500 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dimension Door","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 500 feet Components: V Duration : Instantaneous You telepo⁠rt yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to tele⁠port you.","properties":{"Category":"Spells","Name":"Dimension Door","Level":4,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dimension Door","description":"Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature . The creature must be within 5 feet of you when you teleport , and it teleports to a space within 5 feet of your destination space. If you, the other creature , or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage , and the teleportation fails.","properties":{"Category":"Spells","School":"Conjuration","Name":"Dimension Door","Level":4,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dimension Door","description":"Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Dimension Door\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dimension Door\\\",\\\"description\\\":\\\"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or '300 feet upward to the northwest at a 45-degree angle.'\\\\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\\\\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"500 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Dimension Door","data-description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or '300 feet upward to the northwest at a 45-degree angle.'\nYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\nIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","Level":4,"Casting Time":"Action","Duration":"Instantaneous","Range":"500 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":500},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dimensional Container","description":"You hide a container, and all its contents, within a dimensional pocket. You must touch the container and a small, mundane item of your choice to activate the power. The tiny object can be no larger than 2 square inches and non-electronic. The container can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the container remains in the pocket, you can use an action and touch the chosen small object to recall the container. It appears in an unoccupied space on the ground within 5 feet of you. You can send the container back into the pocket by using an action and touching both the container and the object. After 60 days, there is a cumulative 5 percent chance per day that the power’s effect ends. This effect ends if you use this power again, if the small object is destroyed, or if you choose to dismiss this power as an action. If the effect ends and the container is still within the dimensional pocket, it is irretrievably lost.","properties":{"Category":"Spells","Level":4,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dimensional Pocket","description":"You create an invisible entrance up to 60 feet in the air directly above you that opens to an extradimensional space that lasts until the effect ends. The extradimensional space can be reached by standing directly below the entrance, which transports them into the space. The entrance can only transport one creature at a time. Exiting takes an action and returns the creature to the same spot. You can use an action to seal the entrance but cannot prevent those inside from exiting. Any attempt to exit by anyone inside the space reopens the entrance. The space can hold as many as eight Medium or smaller creatures and cannot be seen on the outside by mundane senses. Attacks and powers can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the entrance. Anything inside the extradimensional space drops out when the effect ends.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dimensional Rending","description":"6th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a crystal knife worth at least 500 gp) Duration: concentration, up to 1 minute You conjure swirling, magical vortexes around one creature you can see within range. The vortexes flank the creature and pull it in opposite directions, tearing limbs and flesh. The target must make a strength saving throw. On a failed save, it takes 3d10 force damage and its speed is halved until the end of its next turn. On a successful save, it takes half the damage and its speed isn’t reduced. Until the spell ends, you can use a bonus action on each of your turns to force this creature to repeat the saving throw, taking damage and reducing its speed as normal. The spell ends early if the target is ever outside the spell’s range. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Strength","Level":6,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dimensional Shove","description":"This spell pushes your target through a dimensional portal, causing it to disappear, then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet farther away from you, along a direct line from you. This travel can take it through walls, creatures, or other solid surfaces, but the creature can’t reappear inside a solid object or not on solid ground; instead, it appears in the nearest safe, open space along the path of travel. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is pushed an additional 30 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration (Labyrinth)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dimensional Shove","description":"This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dimensional Shove","description":"This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dimensional Shove","description":"3rd-level conjuration Casting time: 1 action Range: touch Components: v, s Duration: instantaneous This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dimir Machinations","description":"You ensorcel a creature within range to forget how to cast a spell, use a special ability, or perform a specific legendary action. You declare a single spell, special ability that has the recharge trait, or legendary action that you have seen the creature use. The creature must make a Wisdom saving throw. On a failure, the creature cannot use the selected option for the spell’s duration.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Dire Charm","description":"4th-level enchantment Casting Time: 1 action Range: Touch Components: V, S, M (a nymph’s eyelash, worth at least 100 gp) Duration: 10 days You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and has disadvantage unless you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends. If you or your companions do anything harmful to it, it can reattempt the saving throw. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration becomes permanent (until dispelled).","properties":{"Category":"Spells","Level":4,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dire Storm","description":"7th-level lair magic (conjuration) Casting Time: 1 week (7 days) Radius: 2 miles Components: V, S, M (pieces of fulgurite and tanzanite worth at least 3500 gold pieces, which the spell consumes) Duration: 1 year This spell creates an exceptionally potent magical thunderstorm that recognizes intruders to the area and directs its full fury at them, including lightning bolts, torrential downpours, and severe winds that batter and exhaust them as they travel. Any creature in the area that is hostile to the lair’s master travels at a quarter of its normal speed, and for every 15 minutes that it is exposed to the elements it must make a Dexterity saving throw or take 3d6 lightning damage. For every hour of exposure, a hostile creature must also make a Constitution saving throw or gain a level of exhaustion.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"1 week (7 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dire Warning","description":"4th-level divination (chronomancy) Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You receive a message of up to 6 words from your future self, warning you of a critical threat or pointing you toward a fruitful avenue. At some point in the future, once you have learned why you sent the message, you must perform a 10-minute-long ritual to deliver the message back in time to your past self. Once you cast this spell, you can’t cast it again until you perform this ritual, or one week later if you don’t discover this information. If you cast this spell and receive no message, it indicates that you never complete the ritual in the future, possibly owing to your death or some other hindrance.","properties":{"Category":"Spells","Level":4,"School":"divination (chronomancy)","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Directed Strike","description":"You create a virtual tactical link you share with a nearby allies in a 30-foot radius area. When you activate this power and as a bonus action on subsequent turns for the duration, you can choose one friendly creature within the area that you can see and that can see you. That creature can use its reaction to make one weapon attack against a target within the same area. At Higher Ranks. When you use this power at rank 7 or higher, you can choose one additional creature and the area of effect increases by 10 feet for each rank above 6.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Directional Drift","description":"You create a wave of opposing force and direct it into a creature you can see within range. The target must make a Strength saving throw or be pushed up to 5 feet away from you. This power can also be used to move loose or free-standing objects up to 10 feet away from you. The object must weigh 50 pounds or less and cannot be held nor carried. The force generated is not enough to cause damage to the object or anything it is pushed into.","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dirge of the Dragonlords","description":"3rd-level necromancy Casting Time: 1 hour Range: Touch Components: V, M (an offering of gems and coins worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You return a dead dragon that has been bonded to a Dragonlord back to life. The dragon returns to life with 1 hit point. All of the dragon's mortal wounds are closed, and any missing body parts are restored. This spell also neutralizes any poisons and cures nonmagical diseases that affected the dragon at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the dragon returns to life.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Components":"V M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Disable Construct","description":"Choose a construct that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration even if the target is immune to being paralyzed. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target an additional construct for each slot level above 4th. The constructs must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Disarming Glance","description":"This spell allows to force a creature to discard what he is holding just by looking at them and speaking an intimidating word. If the target can see you and hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d8 psychic damage and drop all objects the creature is holding. The objects land at its feet. If you are proficient in the Intimidate skill, you add your proficiency bonus to the psychic damage dealt by this spell. At Higher Levels: When you cast this spell using a spell slotof 2nd level or higher, the damage increases by 1d8 for eachslot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Discern Weakness","description":"You divine the weak points in your foes’ defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Discern Weakness","description":"2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a glass lens) Duration: Concentration, up to 1 minute You divine the weak points in your foes’ defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Discontinuity","description":"You cause the nature of time in a 15-foot radius centered on a point you choose within range to shift forward and cause timed effects to lose a bit of their staying power. All durations of spells of 6th-level and features in the spell’s area are treated as having been active for half of the feature or spell’s maximum duration in addition to how long they have already been active. For each spell of make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell is treated as having been active for half of the spell’s maximum duration in addition to how long it has already been active. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, spells of an equal or lower level than the spell slot used do not require a spellcasting ability to be effected by this spell.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Discord","description":"2nd-level enchantment Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 round You disrupt the harmony between up to three creatures you can see within range. Each target must succeed on a wisdom saving throw or become hostile to each other target until the start of your next turn. Until the spell ends, targets that failed the saving throw can’t help each other, target each other with beneficial spells or effects, or similarly work together on their turns. At the gm’s discretion, the creatures might attack each other, might compete for the tastiest among you and your friends, or similarly act against each other. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Disguise Ally","description":"2nd-level illusion Can be cast by bards, sorcerers, and wizards Casting Time : 1 action Range : 100 feet Compon ents: V, S Duration: Concentration, up to 1 hour You make one willing creature within 100 feet look different until the spell ends, it moves more than 100 feet away from you, or you use your action to dismiss it. You alter the appearance of the creature's clothing, armor, weapons, and other belongings on its person. It can appear 1 foot shorter or taller, and it can appear thin, fat, or in between. You can't change its body type, so it must adopt a form with the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you gave the creature a heavy cloak, anyone who tried to touch it would see their hand pass right through it. If you made a person appear shorter than they really are, someone who swung a fist at their head would still injure them, even though it looked like the fist hit open air. To see through the disguise, another creature can use its action to inspect their appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional willing creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Disguise Self","description":"You make yourself, including your clothing, armor , weapons , and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.","properties":{"Category":"Spells","Name":"Disguise Self","Level":1,"Range":"Self","School":"Illusion","Target":"Self","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":9,"data-description":"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.<br />The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br />To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Disguise Self","description":"1st-Level Illusion Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.","properties":{"Category":"Spells","Name":"Disguise Self","Level":1,"School":"Illusion","Components":"V S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Disguise Self","description":"1st-Level Illusion Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.","properties":{"Category":"Spells","Name":"Disguise Self","Level":1,"School":"Illusion","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Disguise Self","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","properties":{"Category":"Spells","School":"Illusion","Name":"Disguise Self","Level":1,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Disguise Self","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Disguise Self\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Disguise Self\\\",\\\"description\\\":\\\"You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\\\\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\\\\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Disguise Self Condition\",\"parent\":\"Disguise Self\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Disguise Self\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Disguise Self","data-description":"You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\nTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","Level":1,"Casting Time":"Action","Duration":"1 hour","Range":"Self","Components":"V S","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Disintegrate","description":"A thin green ray springs from your pointing finger to a target that you can see within range . The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force . A creature targeted by this spell must make a Dexterity saving throw . On a failed save, the target takes 10d6+40 force damage . If this damage reduces the target to 0 hit points , it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items , are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Disintegrate","Level":6,"Range":"60 feet","Damage":"10d6+40","School":"Transmutation","Target":"A target you can see within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"A lodestone and a pinch of dust","data-List":"false","Components":"V S M","Damage Type":"Force","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.","Higher Spell Slot Dice":3,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Disintegrate","description":"6th-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration : Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creatio⁠n of magical force, such as the wall created by wall of force . A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creatio⁠n of magical force. If the target is a Huge or larger object or crea⁠tion of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Disintegrate","Save":"Dexterity","Level":6,"School":"Transmutation","Expansion":5,"Components":"V S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Disintegrate","description":"A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of esper powers, such as the barrier created by force field . A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except sorium and forge enhanced gear, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a full restore or a cosmic weave power. This power automatically disintegrates a Large or smaller mundane object or a creation of esper power energy. If the target is a Huge or larger object or creation of powers, this power disintegrates a 10-foot-cube portion of it. A sorium or forge enhanced item is unaffected by this power. At Higher Ranks. When you use this power at rank 7 or higher, the damage increases by 3d6 for each rank above 6.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Alteration","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Disintegrate","description":"Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature , a nonmagical object , or a creation of magical force, such as the wall created by Wall of Force . A creature targeted by this spell makes a Dexterity saving throw . On a failed save , the target takes 10d6 + 40 Force damage . If this damage reduces it to 0 Hit Points , it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a W ish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger , this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Transmutation","Name":"Disintegrate","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Disintegrate","description":"Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a W ish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Force Damage, Dexterity Save","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Disintegrate\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Disintegrate\\\",\\\"description\\\":\\\"You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\\\\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\\\\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a lodestone and dust\\\"}}\"},{\"name\":\"Disintegrate Attack\",\"parent\":\"Disintegrate\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Disintegrate\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Target takes 10d6 + 40 Force damage.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Disintegrate Damage\",\"parent\":\"Disintegrate Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":40,\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Disintegrate Damage Upcast\",\"parent\":\"Disintegrate Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":3,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Disintegrate","data-description":"You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\nA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\nThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.","Level":6,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S M","Material":"a lodestone and dust","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Dexterity","Damage":"10d6","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dismantle","description":"You send a wave of micro-drones to cause critical frame and system damage to an automaton, construct, or mechanical device (including a planetary vehicle) you can see within range. The target must make a Constitution saving throw (for a vehicle or device with no hardening, this is a flat die roll with no bonuses or penalties). On a failed save, it takes 6d8 force damage and 6d8 lightning damage and is paralyzed. On a successful save, it takes half as much damage and is impaired. At the start of each of its turns, the target can make another Constitution saving throw. It takes 1d8 force damage on a failed save. On a successful save, it takes no damage and is no longer paralyzed or impaired.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Technique","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dispel Caster","description":"5th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a chunk of cold iron worth at least 50 gp, which the spell consumes) Duration: Concentration, up to 1 minute You flood curse magicks into a creature you can see within range, attempting to disrupt its connection to the Weave. The target must make a spellcasting ability check against your spell save DC; a creature without a spellcasting ability makes a Constitution check. On a failure, the target becomes subject to this curse until the spell ends, becoming unable to cast spells or use the properties of magic items. Additionally, any magic item that the target is wearing, holding, or carrying loses all of its magic properties and becomes a mundane item of its type until the spell ends. At the end of each of its turns, the target can repeat the ability check against your spell save DC, ending the spell on itself on a success. A remove curse spell cast on the target doesn’t immediately end this spell on it. Instead, the creature who cast the remove curse must make a spellcasting ability check against your spell save DC. On a success, the spell ends on the target.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dispel Evil and Good","description":"Shimmering energy surrounds and protects you from fey , undead , and creatures originating from beyond the Material Plane . For the duration , celestials , elementals , fey, fiends , and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment: As your action , you touch a creature you can reach that is charmed , frightened , or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane . The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.","properties":{"Category":"Spells","Name":"Dispel Evil and Good","Level":5,"Range":"Self","School":"Abjuration","Target":"Self","Classes":"Cleric, Paladin","Duration":"Up to 1 minute","Material":"Holy water or powdered silver and iron","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.<br />You can end the spell early by using either of the following special functions.<br />Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.<br />Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dispel Evil and Good","description":"5th-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S, M (holy water or powdered silver and iron) Duration : Concentration, up to 1 minute Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and unde⁠ad have disadvantage on attack rolls against you. You can end the spell early by using either of the following spe⁠cial functions. Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures. Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.","properties":{"Category":"Spells","Name":"Dispel Evil and Good","Level":5,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dispel Evil and Good","description":"Level 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute For the duration, Celestials , Elementals , Fey , Fiends , and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action , you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed , or Frightened by such creatures . Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","properties":{"Category":"Spells","School":"Abjuration","Name":"Dispel Evil and Good","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dispel Evil and Good","description":"Level 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Remove Condition","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Dispel Evil and Good\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dispel Evil and Good\\\",\\\"description\\\":\\\"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\\\\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\\\\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"powdered silver and iron\\\"}}\"},{\"name\":\"Dispel Evil and Good Condition\",\"parent\":\"Dispel Evil and Good\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Dispel Evil and Good\\\"}\"},{\"name\":\"Break Enchantment Action\",\"parent\":\"Dispel Evil and Good Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Break Enchantment\\\",\\\"description\\\":\\\"As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Dismissal Action\",\"parent\":\"Dispel Evil and Good Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Dismissal\\\",\\\"description\\\":\\\"As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Dismissal Attack\",\"parent\":\"Dispel Evil and Good Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dismissal\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"Be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Dispel Evil and Good","data-description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"powdered silver and iron","data-CastNum":2,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dispel Lair Magic","description":"5th-level lair magic (abjuration) Casting Time: 1 week (7 days) Radius: 10 feet Components: V, S, M (powdered silver worth 500 gold pieces, which the spell consumes) Duration: Instantaneous When you cast this spell, make a spellcasting ability check to dispel magic. If the result of this check is greater than 10 plus the level of any lair magic whose focus is within the radius of this spell, that lair magic immediately ends.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 week (7 days)","data-RangeAoe":"10 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dispel Magic","description":"Choose any creature, object, or magical effect within range . Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.","properties":{"Category":"Spells","Name":"Dispel Magic","Level":3,"Range":"120 feet","School":"Abjuration","Target":"One creature, object, or magical effect within range","Classes":"Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.","Higher Spell Slot Desc":" When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dispel Magic","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.","properties":{"Category":"Spells","Name":"Dispel Magic","Level":3,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dispel Magic","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.","properties":{"Category":"Spells","Name":"Dispel Magic","Level":3,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dispel Magic","description":"Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature , object , or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.","properties":{"Category":"Spells","School":"Abjuration","Name":"Dispel Magic","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dispel Magic","description":"Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Wizard, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Dispel Magic\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dispel Magic\\\",\\\"description\\\":\\\"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Dispel Magic","data-description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dispelling Smite","description":"3rd-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra 3d8 force damage to the target. Additionally, if the target is concentrating on a spell of 3rd level or lower, the creature’s spell ends. If it is concentrating on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain concentration on the spell caused by taking damage from the attack. Either way, this spell then ends.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Displacement","description":"You displace light so that you appear to be several feet from your actual location. For the duration, you project a magical illusion that makes it appear you are standing near your actual location, causing attack rolls against you to have disadvantage. Your melee weapon attacks have advantage. An attacker or defender is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Displacing Maw","description":"Displacing Maw 3rd-level conjuration (warlock, wizard) Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous Your rib cage opens up violently, forming a maw that attempts to devour a creature within range. The creature must make a Strength saving throw. On a failure, it takes 4d8 piercing damage and is transported through magic to a point of your choice on the ground within 60 feet of you, where the maw reappears and regurgitates them. On a success, it takes half as much damage and is not transported. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8, and the teleportation range increases by 10 feet, for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Disquieting Gaze","description":"Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":5494,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Disquieting Gaze","description":"Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Disquieting Gaze","description":"1st-Level Necromancy Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Disquieting Song","description":"You sing or play an eerie tune that targets every enemy creature within range that can hear you, who must make Wisdom saving throws. A creature takes 4d8 psychic damage on a failed save or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d8 for each slot level above 4th. ","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Disrupt Undead","description":"You cause negative energy to spring up in a creature you can see within range, harming a living creature and shaking apart a creature that is powered by by the stuff of the Plane of Shadow. The creature must succeed on a Constitution saving throw or take 1d8 necrotic damage. If the target is an undead creature, this spell instead deals 1d12 thunder damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Disrupting Orb","description":"4th-level illusion Casting time: 1 action Range: 120 feet Components: v, s, m (a claw or talon from a beast native to the plane of shadow) Duration: concentration, up to 1 minute You call upon the power of the plane of shadow and create a 20-foot-radius sphere of strobing light and shadow centered on a point you can see within range. A creature that starts its turn in the area and can see the strobing effect must make a wisdom saving throw. On a failed save, the creature is unable to make more than one attack on its turn, and it is unable to use bonus actions or reactions until the start of its next turn. If the creature that failed the save is maintaining concentration on a spell, it must succeed on a constitution saving throw against your spell save dc or lose concentration. As a bonus action, you can move the orb up to 30 feet.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Disruption Wave","description":"You hurl a wave of disruptive molecular energy at a target within range. Make a ranged channeling attack against the target. On a hit, the target takes 4d4 necrotic damage immediately and 2d4 necrotic damage at the end of its next turn. On a miss, the wave grazes the target with disruptive energy for half as much of the initial damage and no damage at the end of its next turn. At Higher Ranks. When you use this power at rank 3 or higher, the damage (both initial and later) increases by 1d4 for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Disruptive Aura","description":"A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect. At Higher Levels. When you cast this spell using a 9thlevel spell slot, the cube is 20 feet on a side.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Disruptive Aura","description":"Warping, prismatic auras surround and outline each creature inside a 10-foot cube within range. The auras shed dim light to 10 feet, and the outlines reveal hidden and invisible creatures. If an affected creature casts a spell or activates a magic item, it must make a Wisdom saving throw. On a success, the spell or magic item functions normally. On a failure, the magic effect is suppressed for the duration of the aura. Time spent suppressed counts fully against the duration of the spell or magic item effect. At Higher Levels. When you cast this spell using a spell slot of 9th level, the size of the cube increases to 20 feet per side.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Evocation (Ley Line)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Disruptive Aura","description":"8th-Level Evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect. At Higher Levels. When you cast this spell using a 9th‑level spell slot, the cube is 20 feet on a side.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Disruptive Strike","description":"The next time you hit with a melee weapon attack during this power’s duration, your attack deals an extra 1d6 necrotic damage. Additionally, if the target is a creature, it must make a Constitution saving throw or be drained from the attack, suffering a disadvantage to Strength and Dexterity saving throw until the end of its next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dissonant Whispers","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Dissonant Whispers","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5,"Components":"V","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dissonant Whispers","description":"Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw . On a failed save , it takes 3d6 Psychic damage and must immediately use its Reaction , if available, to move as far away from you as it can, using the safest route. On a successful save , the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Dissonant Whispers","Level":1,"Casting Time":"Action","Components":"V","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dissonant Whispers","description":"Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Wisdom Save, Psychic Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Dissonant Whispers\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dissonant Whispers\\\",\\\"description\\\":\\\"One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. 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The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Wisdom","Damage":"3d6","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Distort Gravity","description":"4th-level transmutation (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a gyroscope) Duration: Concentration, up to 1 hour The spell manipulates the direction of gravity on a non-horizontal surface you touch, causing it to attract creatures and objects within 15 feet of it as if it were the ground. The surface can be up to a 60-foot square in area and can wrap around a structure, if its geometry permits. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. When the duration ends, all creatures and objects fall from the surface.","properties":{"Category":"Spells","Level":4,"School":"transmutation (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Distort Value","description":"1st-Level Illusion Casting Time : 1 minute Rang e: Touch Components: V Duration : 8 hours Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.","properties":{"Category":"Spells","Name":"Distort Value","Level":1,"School":"Illusion","Expansion":4048,"Components":"V","Casting Time":"1 minute"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Distortion","description":"You warp the air around you into a small sphere and hurl it toward a creature you can see. Make a ranged channeling attack against the target. If it hits, the sphere bursts into a micro-singularity and the creature takes 3d8 force damage. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d8 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Distracting Divination","description":"Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when an enemy tries to cast a spell"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Distracting Divination","description":"2nd-level divination (bard, cleric, sorcerer, warlock, wizard) Casting Time : 1 reaction, when an enemy attempts to cast a spell Range : Touch Components : V, S Duration : Instantaneous Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy attempts to cast a spell, make a melee spell attack against that enemy. If it hits, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when an enemy attempts to cast a spell","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Distracting Divination","description":"2nd-Level Divination Casting Time: 1 reaction, which you take when an enemy tries to cast a spell Range: Touch Components: V, S Duration: Instantaneous Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up, but the spell slot isn’t expended.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when an enemy tries to cast a spell"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Distraction Cascade","description":"With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when an ally declares an attack against an enemy you can see","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Distraction Cascade","description":"2nd-level divination (bard, cleric, druid, ranger, sorcerer, warlock, wizard) Casting Time : 1 reaction, when an ally declares an attack against an enemy you can see Range : 30 feet Components : V, S Duration : Instantaneous With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the start of your next turn.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when an ally declares an attack against an enemy you can see","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Distraction Cascade","description":"2nd-Level Divination Casting Time: 1 reaction, which you take when an ally declares an attack against an enemy you can see Range: 30 feet Components: V, S Duration: Instantaneous With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when an ally declares an attack against an enemy you can see"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Distressing Resonance","description":"You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell. The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell’s area.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Distressing Resonance","description":"4th-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, which causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell. The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell’s area.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Diversion Door","description":"3rd-level abjuration Casting time: 10 minutes Range: touch Components: v, s, m (a bundle of aromatic herbs or incense either of which must be worth at least 100 gp) Duration: 24 hours Your touch wards an arch, doorway, entryway, or other threshold against intruders. For the duration of the spell, each time a creature attempts to cross the warded threshold, the creature must make a charisma saving throw. On a failed save, the creature is redirected away from the threshold as if it had passed through the threshold from the other side, and it forgets its primary, intended course of action in relation to the threshold, such as obtaining an object or chasing a creature on the other side of the threshold, for 1 minute. On a successful save, the creature is redirected away from the threshold, but it doesn’t forget its primary, intended course of action. When you cast this spell, you can designate a password or other trigger that allows a creature to pass through the threshold unimpeded, such as walking through the threshold backward or whistling a specific tune while stepping through the threshold. You can create a permanently warded threshold by casting this spell on that threshold every day for a year and a day.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Divination","description":"Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast this spell two or more times before finishing your next long rest , there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Divination","Level":4,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"See text","Classes":"Cleric","Duration":"Instantaneous","Material":"Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.<br />The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br />If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Divination","description":"4th-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S, M (i ncense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes ) Duration : Instantaneous Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","properties":{"Category":"Spells","Name":"Divination","Level":4,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Divination","description":"Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest , there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Name":"Divination","Level":4,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Divination","description":"Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Divination\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Divination\\\",\\\"description\\\":\\\"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. 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The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than antimagic field or dispel magic . You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list: Move. The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet. Punish. Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes 6d6 damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil. Smite. Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it’s within 5 feet of the avenger. If the attack hits, the target takes 8d8 damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil. If your concentration ends on this spell due to you being reduced to 0 hit points or dying, the spell doesn’t end; instead, you lose control of the spell, which no longer requires your concentration, and the avenger flares with righteous vengeance until its 1-minute duration expires. While in this state, it focuses on the creature that reduced you to 0 hit points or that killed you, ignoring all other creatures and using its Smite action targeting the creature if the creature is within range of the action’s movement, or the Move action toward the closest unoccupied space to the creature if it isn’t. When the avenger takes either of these actions while in this state, it moves toward the creature as though the action’s flying speed were doubled. Additionally, when it uses its Smite action against the creature while in this state, you make two spell attacks against the target, as described in the action, instead of one. Once the creature is dead, the spell ends.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Divine Conduit","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes When you cast this spell, you transform yourself into an open channel to the Positive Plane, shedding bright light in a 5-foot radius, and dim light for an additional 5 feet for the spell’s duration. Until the spell ends, you gain the following benefits: You are immune to necrotic damage and have resistance to radiant damage. You can use your action to touch a willing creature, granting it temporary hit points equal to 4d8 + your spellcasting ability modifier. Alternatively, you can forgo the temporary hit points to cure the target of one disease or neutralize one poison affecting it. This benefit has no effect on undead or constructs. You can move across a liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground. You are not affected by the effects of such a liquid unless you choose to be affected by them, even if you are entirely submerged in them. This benefit does not magically grant you the ability to breathe in such liquids if you are entirely submerged in them.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Divine Favor","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.","properties":{"Category":"Spells","Name":"Divine Favor","Level":1,"School":"Evocation","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Divine Favor","description":"Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.","properties":{"Category":"Spells","Name":"Divine Favor","Level":1,"Range":"Self","School":"Evocation","Target":"Self","Classes":"Paladin","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Divine Favor","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.","properties":{"Category":"Spells","Name":"Divine Favor","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Divine Favor","description":"Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.","properties":{"Category":"Spells","School":"Transmutation","Name":"Divine Favor","Level":1,"Casting Time":"Bonus Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Divine Favor","description":"Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Radiant Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Divine Favor\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Divine Favor\\\",\\\"description\\\":\\\"Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Divine Favor Condition\",\"parent\":\"Divine Favor\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Divine Favor\\\"}\"},{\"name\":\"Divine Favor Effect\",\"parent\":\"Divine Favor Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Divine Favor\\\",\\\"description\\\":\\\"Your attacks with weapons deal an extra 1d4 Radiant damage on a hit.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d4\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Divine Favor","data-description":"Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.","Level":1,"Casting Time":"Bonus Action","Duration":"1 minute","Range":"Self","Components":"V S","data-DurationNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Divine Order - Reveal","description":"Divine Order: Reveal 5th-level divination (bard, cleric, warlock) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You attempt to gaze upon the soul of a creature within range. It must make a Charisma saving throw. On a failure, its origins are revealed to you, and you learn all of the creature’s ability scores, skill proficiencies, damage vulnerabilities, damage resistances, damage immunities, condition immunities, saving throw proficiencies, weapon and armor proficiencies, alignment, and traits. If a creature succeeds on this saving throw, it is immune to this spell for the next 24 hours. GM Note: This is the equivalent of revealing the upper part (above the actions) of a stat block to your player.","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Divine Order - Sacrifice","description":"Divine Order: Sacrifice 9th-level conjuration (bard, cleric, warlock) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, you create a crack in the world, letting the will of a Great One smother a creature of your choice within range. The direct contact with the eldritch being causes the target to take 8d6 psychic damage, and it must make a Charisma saving throw. On a failure, the creature is pulled in through the tear to the cosmos. On a success, it isn't pulled but gains a long-term madness, and the spell ends. While in the cosmos, the target is incapacitated. At the beginning of each of its turns while there, it takes 3d6 cold damage, 3d6 psychic damage, and must succeed on a DC 20 Intelligence saving throw or gain a short-term madness. When the spell ends, if the target is still alive, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the creature is killed while in the void, its corpse never returns. A body that disappears in this way can never be recovered, not even with a wish spell. If your concentration on the spell ends early, you must succeed on a DC 20 Intelligence saving throw or gain a long-term madness as the eldritch whispers revolt and assault your mind. When the spell ends, roll a d100. On a 1, the breach doesn’t close and instead only expands, threatening to absorb the entire world.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Divine Order - Transcend","description":"Divine Order: Transcend 7th-level divination (bard, cleric, warlock) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You call upon the power of the Great Ones, seeking their guidance. Until the spell ends, you gain the ability to cast any spell from the warlock spell list of 5th level or lower without expending a spell slot or needing to prepare the spell. As part of casting this spell, you can cast a spell with a casting time of an action from your newfound spell list. However, the cost of using this power is steep. At the end of each of your turns, you must succeed on a DC 18 Intelligence saving throw or take 2d10 psychic damage. If you fail this saving throw two times, the spell ends early and you gain a short-term madness. At Higher Levels. When you cast this spell using a spell slot of 9th level, it no longer requires concentration, though you can choose to end the spell whenever.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Divine Retribution","description":"With a last utterance before you fall unconscious, this spell inflicts radiant damage to your attacker equal to 1d8 + the amount of damage you took from the triggering attack. If the attacker is a fiend or undead, it takes an extra 1d8 radiant damage. The creature then must succeed on a Constitution saving throw or become stunned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a successful save, it is no longer stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V","Casting Time":"1 reaction, which you take when a weapon attack reduces you to 0 hit points","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Divine Smite","description":"Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead . Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Divine Smite","Level":1,"Casting Time":"Bonus Action","Components":"V","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Divine Smite","description":"Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Radiant Damage","Spell Attack":"Melee","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Divine Smite\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Divine Smite\\\",\\\"description\\\":\\\"Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike. The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The damage increases by 1d8 for each spell slot level above 1.","data-DurationNum":0,"data-AttackType":"Spell Attack","Damage":"2d8","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Divine the Omens","description":"Tier 0 any eleme nt scrying Casting Time: 10 minutes Base Favor Cost: 0 Range: 5 feet Components (Required): V, S Resonances: You can see the stars from your current location (1 bonus favor), you are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: Instantaneous Effects: You seek the fate of a particular creature in the patterns of the stars, the char marks upon animal bones, the placement of cast shells, or other omens you can read. Make a DC 15 Religion check. On success, you discover something about the creature’s coming destiny based on the element you chose: Air: You see the Omen of the Weaver and the Cowherd, indicating a separation or a reunion. At the start of the next encounter, the creature increases its AC by 1 until the end of its first turn. Earth: You see the Omen of the Duel of Akodo and Hantei, indicating the creature will face a great test. At the start of the next encounter, the creature gains 1d10 temporary hit points. Fire: You see the Omen of the Courtship of Doji, indicating that the creature will be inspired with sudden vision. At the start of the next encounter, the creature gains a +2 bonus to its initiative bonus. Water: You see the Omen of the Moon Vessel, indicating change or an encounter with the unexpected. At the start of the next encounter, the creature cannot be surprised. Additionally, the GM determines any narrative effects the omen may have. On failure, the GM chooses one of the omens above and applies it to the creature. The creature gains that omen’s mechanical effects, and the GM determines any narrative effects the omen may have. You cannot repeat a divination upon the same creature for 24 hours. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 minute.” 1+ favor: You weave a prophecy for a group, allowing you to extend the effects of the omen to one additional creature in range per favor spent this way. 3 favor: You have a flash of a specific possible future event for the creature alongside the more cryptic omens. The GM determines the contents of this prophecy.","properties":{"Category":"Spells","Level":0,"School":"any element scrying","Components":"V, S","Casting Time":"10 minutes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Divine Word","description":"7th -Level Evocation Casting Time : 1 bonus action Rang e: 30 feet Components: V Duration : Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.","properties":{"Category":"Spells","Name":"Divine Word","Level":7,"School":"Evocation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Divine Word","description":"You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range . Each creature that can hear you must make a Charisma saving throw . On a failed save, a creature suffers an effect based on its current hit points . • 50 hit points or fewer - deafened for 1 minute • 40 hit points or fewer - deafened and blinded for 10 minutes • 30 hit points or fewer - blinded, deafened, and stunned for 1 hour • 20 hit points or fewer - killed instantly Regardless of its current hit points , a celestial , an elemental , a fey , or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.","properties":{"Category":"Spells","Name":"Divine Word","Level":7,"Range":"30 feet","School":"Evocation","Target":"Any number of creatures you can see within range","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":30,"data-DurationNum":0,"data-description":"You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:<br />50 hit points or fewer: deafened for 1 minute<br />40 hit points or fewer: deafened and blinded for 10 minutes<br />30 hit points or fewer: blinded, deafened, and stunned for 1 hour<br />20 hit points or fewer: killed instantly<br />Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Divine Word","description":"Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw . On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points , as shown in the Divine Word Effects table. Regardless of its Hit Points , a Celestial , an Elemental , a Fey , or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a W ish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded , Deafened , and Stunned conditions for 1 hour. 31–40 The target has the Blinded and Deafened conditions for 10 minutes. 41–50 The target has the Deafened condition for 1 minute.","properties":{"Category":"Spells","School":"Evocation","Name":"Divine Word","Level":7,"Casting Time":"Bonus Action","Components":"V","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Divine Word","description":"Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a W ish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1 hour. 31–40 The target has the Blinded and Deafened conditions for 10 minutes. 41–50 The target has the Deafened condition for 1 minute.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Charisma Save, Inflict Condition, Blinded, Deafened, Stunned","Spell Attack":"None","filter-Level":7,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Divine Word\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Divine Word\\\",\\\"description\\\":\\\"You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. 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Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\\\"},\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Divine Word","data-description":"You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\nDivine Word Effects\nHit Points - Effect\n0-20 - The target dies.\n21-30 - The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31-40 - The target has the Blinded and Deafened conditions for 10 minutes.\n41-50 - The target has the Deafened condition for 1 minute.","Level":7,"Casting Time":"Bonus Action","Duration":"Instantaneous","Range":"30 feet","Components":"V","data-DurationNum":0,"data-RangeNum":30,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"dne","description":"","properties":{"Category":"Spells"},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Dome of Silence","description":"2nd-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it. Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dome Of Silence","description":"An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it. Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.","properties":{"Category":"Spells","Level":2,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dome of Spectral Blows","description":"3rd-level conjuration Casting time: 1 action Range: self (15-foot radius) Components: v, s, m (a shard of petrified wood) Duration: instantaneous Spectral fists fly out from you, pummeling or grabbing at creatures within 15 feet of you. Each creature in the area must make a dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. When a creature fails this saving throw, you can choose to forego the damage and restrain the creature with the spectral fists until the start of your next turn instead. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 5 feet for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dominate Beast","description":"You attempt to beguile a beast that you can see within range . It must succeed on a Wisdom saving throw or be charmed by you for the duration . If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence . You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target . Until the end of your next turn , the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction , but this requires you to use your own reaction as well. Each time the target takes damage , it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 5th-level spell slot , the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Beast","Level":4,"Range":"60 feet","School":"Enchantment","Target":"A beast that you can see within range","Classes":"Druid, Sorcerer","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.","Higher Spell Slot Desc":"When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dominate Beast","description":"4th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the dura⁠tion is concentrat⁠ion, up to 1 hour. When you use a spell slot of 7th level or higher, the dur⁠ation is conce⁠ntration, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Beast","Level":4,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dominate Beast","description":"Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage , it repeats the save , ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature ,” “Move over there,” or “Fetch that object .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Name":"Dominate Beast","Level":4,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dominate Beast","description":"Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Druid, Ranger, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Charmed, Inflict Condition","Spell Attack":"None","filter-Level":4,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Dominate Beast\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dominate Beast\\\",\\\"description\\\":\\\"One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\\\\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature,' 'Move over there,' or 'Fetch that object.' The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\\\\nYou can command the target to take a Reaction but must take your own Reaction to do so.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).\\\",\\\"level\\\":4,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Dominate Beast Condition\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Dominate Beast\\\"}\"},{\"name\":\"Dominate Beast Attack\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dominate Beast\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target has the Charmed condition for the duration.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Dominate Beast Reaction\",\"parent\":\"Dominate Beast Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Dominate Beast Reaction\\\",\\\"description\\\":\\\"You can command the target to take a Reaction but must take your own Reaction to do so.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"},{\"name\":\"Dominate Beast Upcasting Duration 5\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 10 minutes\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Dominate Beast Upcasting Duration 6\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 1 hour\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Dominate Beast Upcasting Duration 7\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Dominate Beast Upcasting Duration 8\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Dominate Beast Upcasting Duration 9\",\"parent\":\"Dominate Beast\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Dominate Beast","data-description":"One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature,' 'Move over there,' or 'Fetch that object.' The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\nYou can command the target to take a Reaction but must take your own Reaction to do so.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dominate Monster","description":"8th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Monster","Level":8,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dominate Monster","description":"You attempt to beguile a creature that you can see within range . It must succeed on a Wisdom saving throw or be charmed by you for the duration . If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence . You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target . Until the end of your next turn , the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction , but this requires you to use your own reaction as well. Each time the target takes damage , it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 9th-level spell slot , the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Monster","Level":8,"Range":"60 feet","School":"Enchantment","Target":"A creature that you can see within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":8,"data-description":"You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br />While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.<br />You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br />Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br />At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dominate Monster","description":"Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage , it repeats the save , ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature ,” “Move over there,” or “Fetch that object .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Name":"Dominate Monster","Level":8,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dominate Monster","description":"Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition, Charmed","Spell Attack":"None","filter-Level":8,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Dominate Monster\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dominate Monster\\\",\\\"description\\\":\\\"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\\\\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature,' 'Move over there,' or 'Fetch that object.' The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\\\\nYou can command the target to take a Reaction but must take your own Reaction to do so.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).\\\",\\\"level\\\":8,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Dominate Monster Condition\",\"parent\":\"Dominate Monster\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Dominate Monster\\\"}\"},{\"name\":\"Dominate Monster Attack\",\"parent\":\"Dominate Monster\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dominate Monster\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target has the Charmed condition for the duration.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Dominate Monster Reaction\",\"parent\":\"Dominate Monster Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Dominate Monster Reaction\\\",\\\"description\\\":\\\"You can command the target to take a Reaction but must take your own Reaction to do so.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"},{\"name\":\"Dominate Monster Duration Upcast\",\"parent\":\"Dominate Monster\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Dominate Monster","data-description":"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature,' 'Move over there,' or 'Fetch that object.' The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\nYou can command the target to take a Reaction but must take your own Reaction to do so.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dominate Person","description":"You attempt to beguile a humanoid that you can see within range . It must succeed on a Wisdom saving throw or be charmed by you for the duration . If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence . You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target . Until the end of your next turn , the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction , but this requires you to use your own reaction as well. Each time the target takes damage , it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell using a 6th-level spell slot , the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Person","Level":5,"Range":"60 feet","School":"Enchantment","Target":"A humanoid that you can see within range","Classes":"Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br />While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.<br />You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br />Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br />At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dominate Person","description":"5th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the dur⁠ation is concen⁠tration, up to 1 hour. When you use a spell slot of 8th level or higher, the dura⁠tion is concentr⁠ation, up to 8 hours.","properties":{"Category":"Spells","Name":"Dominate Person","Level":5,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dominate Person","description":"Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage , it repeats the save , ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature ,” “Move over there,” or “Fetch that object .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Name":"Dominate Person","Level":5,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dominate Person","description":"Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition, Charmed","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Dominate Person\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dominate Person\\\",\\\"description\\\":\\\"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. 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The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature,' 'Move over there,' or 'Fetch that object.' The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\nYou can command the target to take a Reaction but must take your own Reaction to do so.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Domination","description":"You attempt to mentally glamour a humanoid or beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are in the same galaxy. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that target,” “Run over there,” or “Retrieve that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the talent’s effects. If the saving throw succeeds, the effect ends. At Higher Ranks. When you use this power at rank 6, the duration is concentration, up to 10 minutes. When you use this power at rank 7, the duration is concentration, up to 1 hour. When you use this power at rank 8 or higher, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dominion","description":"Malefic word, necromancy Casting Time: 1 action Range: 45 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a Word of Power imbued with irresistible command. One unbound undead creature within range must make a Wisdom saving throw. If it fails, it becomes bound to you. If the target succeeds, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (1 vitality): The target either regains 1d12 hit points, or suffers 1d12 thunder damage. The hit points regained and damage dealt by this malefic word increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Feedback: With a howl of malicious delight, the malefic word lets slip the reins of command on your target. The target becomes unbound and cannot be bound by you for 24 hours. Until it is destroyed, it pursues you with single-minded ferocity and attempts to attack you.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"45 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Dominion of Water","description":"Tier 2 wat er scrying Casting Time: 1 minute Base Favor Cost: 1 Range: Touch Components (Required) : V, S, M (a pool of liquid water) Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: 1 minute Effects: You transform a pool of liquid water in range into a scrying mirror, allowing you to see a distant location through it. The pool of water displays an image from a second body of liquid water of your choice and its surroundings as if the onlooker were just below the surface. This second body of water must be within five miles of the pool you targeted, and you must know the specific location of the second body of water to connect the two. If the location is warded against your passage, such as with a threshold barrier, you are unable to connect the two. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1 favor: You shroud the vision from others, so that only you can perceive what the pool shows. 1 favor: You can connect water in any state this way, including clouds, fog banks, snow, or sheets of ice. 1 favor: In addition to being able to see out the other pool of water, you can hear (very muffled) noises. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 bonus action.” 3 favor: The location you see can be any distance from the pool of water you targeted, but you must still know its specific location. 5 favor: In addition to being able to see out of the other body of water, you and up to 5 other characters can pass through the temporary portal you have created to the other location. The trip is always one way, and you always arrive soaked.","properties":{"Category":"Spells","Level":2,"School":"water scrying","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Doom of Abeyant Time","description":"6th-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a flat crystal disk) Duration: 1 round You distort time in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must succeed on a wisdom saving throw or disappear and be thrown forward in time. At the end of your next turn, the creature returns to the space it previously occupied, or the nearest unoccupied space, unaware that any time has passed.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Antiquity","description":"5th-level enchantment Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of bone dust) Duration: concentration, up to 1 minute You impart the doom of extreme age upon up to two creatures you can see within range. Each target must succeed on a wisdom saving throw or believe it has been magically aged to an advanced age for the duration. While doomed, a target suffers the following effects: The target’s speed is halved. The target can’t see beyond 30 feet. The target has disadvantage on attack rolls. The target has disadvantage on strength, dexterity, and constitution saving throws and checks. The target has advantage on intelligence and wisdom saving throws and checks. At the end of each of its turns, a doomed target can make another wisdom saving throw. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Blue Crystal","description":"3rd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a blue crystal) Duration: concentration, up to 3 rounds You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent. Creatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a constitution saving throw against the caster’s spell save dc or be killed. Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Blue Crystal","description":"You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you (including yourself) must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you turn to crystal, the energy field ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell effect ends, but petrification is permanent. Crystal creatures can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed. If a crystal statue is broken or damaged, the subject has similar damage when its petrification ends. Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of Blue Crystal","description":"You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent. Creatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed. Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.","properties":{"Category":"Spells","Save":"Constitituion","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of Caelmarath","description":"You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures who fall into the pit take falling damage as normal. The pit’s radius expands 10 feet each round for the duration. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the beginning of their turns. If you fall into your own pit, you take damage, then the spell ends and you are incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds. At Higher Levels : When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom of Consuming Fire","description":"2nd-level evocation Casting time: 1 action Range: self Components: v, s, m (a dead coal or a fistful of ashes) Duration: concentration, up to 1 minute You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage. At higher levels. When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th-level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Consuming Fire","description":"This spell wreathes you in cold, purple fire that damages creatures near you. You take 3 (1d6) cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell, and at the start of your turns while the spell is in effect, take 4 (1d8) cold damage. At Higher Levels: When you cast this spell using a slot of 3rd level, the radius of the spell extends to 10 feet, damage to you is 4 (1d8) cold damage, and damage to other creatures is 5 (1d10 )cold damage. When you cast this spell using a slot of 4th level, the radius of the spell extends to 15 feet, damage to you is 5 (1d10) cold damage, and damage to other creatures is 6 (1d12) cold damage. When you cast this spell using a slot of 5th level, the radius of the spell extends to 20 feet, damage to you is 6 (1d12) cold damage, and damage to other creatures is 10 (1d20) cold damage.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of Consuming Fire","description":"You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage. At Higher Levels. When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4thlevel slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.","properties":{"Category":"Spells","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of Dancing Blades","description":"3rd-level illusion Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 1 hour You create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your armor class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your ac by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons. If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each. The spell ends when its duration expires or when all your illusory weapons are destroyed or expended. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Dancing Blades","description":"When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll was within 3 of your armor class, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll succeeds by 4 or more), you take only half damage from the attack and an illusory weapon is destroyed. Spells and effects that don’t require an attack roll or that affect an area affect you normally and don’t destroy any illusory weapons. If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory dancing blades also strike the target and do 1d8 bludgeoning, piercing, or slashing damage (your choice) each. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or on blind creatures.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of Dancing Blades","description":"When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons. If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each. The spell ends when its duration expires or when all your illusory weapons are destroyed or expended. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.","properties":{"Category":"Spells","Level":3,"School":"Illusion","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of Deceleration","description":"You stab yourself in the leg while you cast this spell, dealing 1d4 damage to yourself. Each creature within range, including you, must make a Wisdom saving throw. On a successful save, the creature’s speed is reduced by 10 feet until the start of your next turn. On a failed save, the creature becomes restrained for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the target is no longer restrained.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of Destiny","description":"2nd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s, m (a cracked mirror) Duration: concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target rolls with disadvantage. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Disenchantment","description":"3rd-level abjuration Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 5 rounds When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon’s damage normally. If the attack was a spell, it’s affected as if you had cast counterspell, using charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Disenchantment","description":"When you cast doom of disenchantment, your armor and shield glow with unholy light. When a creature hits you with an attack, the spell counters any augmenting magic granting the attack a bonus to hit (but not advantage) or bonus damage. For example, a +1 weapon would still be considered magical but it gets neither +1 to hit nor damage against a target under a doom of disenchantment. The doom also momentarily suppresses other magical abilities or spell-like abilities of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you and you recover hit points normally. If the attack was a spell or spell-like ability, it’s affected as if you’d cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of Disenchantment","description":"When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of False Friends","description":"You sever the bonds of friendship and affection between your targets. Target two creatures of your choice within range that can hear and see you. Each target must make a Charisma saving throw. On a failed save, a target must use its movement and action to move toward and attack the other target of the spell. If an unaffected target of the spell moves out of range, the other target must make every effort to find and attack it. At the end of each turn that one of the targets cannot see the other target, it can make a new saving throw, overcoming the compulsion on a successful save. Once all the spell's targets make successful saving throws, you become stunned until the end of your next turn. At Higher Levels. If you cast this spell using a 9th level slot, you can target two additional creatures. Each of the targets can decide on its turn which of the other targets it attacks or otherwise works against for the moment.","properties":{"Category":"Spells","Level":8,"School":"enchantment","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Doom of False Friends","description":"8th-level enchantment Casting time: 1 action Range: 60 feet Components: v, s, m (a pink rose petal) Duration: concentration, up to 1 minute You sever the bonds of friendship and affection between your targets. Target two creatures of your choice within range that can hear and see you. Each target must make a charisma saving throw. On a failed save, a target must use its movement and action to move toward and attack the other target of the spell. If an unaffected target of the spell moves out of range, the other target must make every effort to find and attack it. At the end of each turn that one of the targets cannot see the other target, it can make a new saving throw, overcoming the compulsion on a successful save. Once all the spell’s targets make successful saving throws, you become stunned until the end of your next turn. At higher levels. If you cast this spell using a 9th level slot, you can target two additional creatures. Each of the targets can decide on its turn which of the other targets it attacks or otherwise works against for the moment.","properties":{"Category":"Spells","Save":"Charisma","Level":8,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of False Friendship","description":"You try to convince a creature you can see within range that you are its ally. The target must make a Wisdom saving throw. On a failed save, it will try to avoid treating you as an enemy for the duration. If combat occurs while the target is affected, the creature does not attack you unless no other targets are available to it, and it does not choose you as the target of a harmful spell. If the target casts a spell or otherwise produces an effect that specifically targets enemies, you are not affected. If the target does attack you, it tries to render you unconscious rather than kill you. Creatures that are immune to being charmed are not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose an additional target for each slot level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Expansion":25357,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":" 30 ft."},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of Fools","description":"1st-level necromancy Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a small bell) Duration: concentration, up to 1 minute All creatures within 10 feet of you must make a wisdom saving throw. You must also make this save. On a failed save, targets become bumbling and inept for the duration of the spell. When you cast this spell, choose one from the following options: Choose one ability score. While doomed, the target has disadvantage on ability checks and saving throws made with that ability score. While doomed, the target falls prone at the start of each round, and its speed is halved. While doomed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn, doing nothing. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is up to 8 hours. Using a spell slot of 4th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Horrid Visages","description":"You reach into the mind of a creature within range and alter its perception to make it see terrible images surrounding it. The target must make a Wisdom saving throw. Creatures that are immune to being frightened automatically succeed on this saving throw. On a failed save, the target begins to see images of angry, twisted faces on any surface it perceives, causing it to become frightened of those images. The target will flee in a random direction, away from the faces. Any creature that begins its turn within 10 feet of the target, including you, must succeed on an Intelligence saving throw or be subject to the effects of this spell, with the same duration and limitation as if it had just been cast on the creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect an additional two creatures for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of Laughter","description":"3rd-level enchantment Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a chicken doll) Duration: concentration, up to 1 minute All creatures within range (including you) perceive everything as hilariously funny and fall into fits of laughter if this spell affects them. The targets must make a wisdom saving throw. You must also make this save. On a failed save, targets fall prone, becoming incapacitated and unable to stand up for the duration. Creatures with an intelligence score of 4 or less are not affected. At the end of each of its turns, and each time it takes damage, a target can make another wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell’s effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Night","description":"6th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s, m (a vial of shadow dust) Duration: concentration, up to 10 minutes You create a 30-foot-radius sphere of pulsing, luminous purple mist centered on a point you choose within range. This area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw, taking 5d12 necrotic damage on a failed save or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. After leaving the mist, the creature takes 5 points of necrotic damage per round until it succeeds on a constitution saving throw or dies. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. The follow-on damage increases by 1 point for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Poor Fortune","description":"You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above. If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a Charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a Charisma saving throw prior to making the attack. On a failed save, the attack fails. If you cast this spell with an 8th-level slot, this spell persists for the duration without requiring concentration.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Doom of Poor Fortune","description":"1st-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a dead clover) Duration: concentration, up to 1 minute You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above. If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever unintentionally lose concentration on the spell, you take 1d4 psychic damage. At higher levels. When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a charisma saving throw prior to making the attack. On a failed save, the attack fails. If you cast this spell with an 8th-level slot, this spell persists for the duration without requiring concentration.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Serpent Coils","description":"4th-level necromancy Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a vial of poison) Duration: instantaneous You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn’t suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours. Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Serpent Coils","description":"You drink a dose of venom or other poison and through the unholy power of your dark god, you spread the effect to other living things around you. If the poison normally allows a saving throw, you fail it automatically. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, creatures around you make a Constitution saving throw against the spell. A target whose saving throw succeeds suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. Targets that fail the saving throw don’t take the poison’s usual effect; instead, they take 14 (4d6) poison damage and are poisoned. While poisoned this way, a creature repeats the saving throw at the end of its turn. On a failure, it takes 14 (4d6) poison damage and is still poisoned. On a success, it’s no longer poisoned and it’s immune to further castings of doom of serpent coils for 24 hours. Multiple castings of doom of serpent coils have no additional effect against creatures that are already poisoned by it. The effect can also be ended by protection from poison or comparable magic.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of Serpent Coils","description":"You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours. Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Damage Type":"Poison","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of Splintered Shards","description":"You stab a crystal shard into the palm of your hand as you cast the spell, dealing 1d8 damage to yourself. A barrage of splinters flies from your hands. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage, and for 1 minute afterward it takes 1 piercing damage whenever it performs any strenuous activity, including the Attack or Dash action, from the shards that remain lodged in its body. If the creature tries to take any action that requires concentration during that time, it must succeed on a Concentration check or lose the action. On a successful save, a creature takes half as much damage and is not subject to the secondary effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial piercing damage increases by 1d8 for each slot level above 2nd, and the damage from performing a strenuous activity increases by 1.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Expansion":25357,"Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of Stacked Stones","description":"You and three creatures of your choice within range must succeed on a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained. If one of the three targeted creatures fails this saving throw, as many as two other creatures (per initial target), each within 30 feet of the initial target, must make the same save. A restrained creature must continue to make saving throws each turn, and their condition worsens on a failure, as follows: Number of Turns Affected Condition 1 (spell is cast) Restrained 2 Incapacitated 3 Stunned 4 Paralyzed 5 Petrified (turned to stone) Each condition afflicted adds to the previous conditions. New saving throws reduce the severity of the condition affecting a target by one step on a success. If a target other than you succeeds on the saving throw while it is restrained, the spell ends for it. (You must make a saving throw each round.) As with all concentration spells, you can end the spell at any time (no action required). If you are turned to stone, the spell ends after all affected creatures make their saving throws. Creatures recover immediately when the spell ends, except for creatures turned to stone, which remain that way until the effect is removed. Creatures turned to stone can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a stone creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed. Creatures transformed into stone can be restored with dispel magic , greater restoration , or comparable magic.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Doom of Stacked Stones","description":"6th-level transmutation Casting time: 1 action Range: 30 feet Components: v, s, m (a granite pebble) Duration: concentration, up to 1 minute You and three creatures of your choice within range must succeed on a constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained. If one of the three targeted creatures fails this saving throw, as many as two other creatures (per initial target), each within 30 feet of the initial target, must make the same save. A restrained creature must continue to make saving throws each turn, and their condition worsens on a failure, as follows: Number of Turns affected Condition 1 (spell is cast) Restrained 2 Incapacitated 3 Stunned 4 Paralyzed 5 Petrified (turned to stone) Each condition afflicted adds to the previous conditions. New saving throws reduce the severity of the condition affecting a target by one step on a success. If a target other than you succeeds on the saving throw while it is restrained, the spell ends for it. (you must make a saving throw each round.) As with all concentration spells, you can end the spell at any time (no action required). If you are turned to stone, the spell ends after all affected creatures make their saving throws. Creatures recover immediately when the spell ends, except for creatures turned to stone, which remain that way until the effect is removed. Creatures turned to stone can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a stone creature, it must succeed on a constitution saving throw against the caster’s spell save dc or be killed. Creatures transformed into stone can be restored with dispel magic, greater restoration, or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of Summer Years","description":"You rapidly reduce the age of your target. Choose a living creature within range. At the time the spell is cast and again at the start of each of your turns, your target must make a Constitution saving throw, decreasing 1d4 + 1 years in age on a successful save or 1 year on a failed one. A target ceases the de-aging process once it is reduced to infancy. A creature that is reduced in age retains all of its memories, ability scores, and features, but it gains 1 level of exhaustion for each 5 years it is reduced in age. A Medium creature reduced to childhood cannot use weapons with the heavy property. A Medium creature reduced to infancy cannot wield weapons or use tools. If the spell ends before 1 minute has passed, the target reverts to its true age. Otherwise, the targets is permanently reduced to its new age. Remove curse and greater restoration can be used to return a creature to its true age. If you ever unintentionally lose concentration on the spell, you gain levels in exhaustion equal to what the target gained from this spell.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Doom of Summer Years","description":"7th-level transmutation Casting time: 1 action Range: 30 feet Components: v, s, m (a pinch of sand from an hourglass) Duration: concentration, up to 1 minute You rapidly reduce the age of your target. Choose a living creature within range. At the time the spell is cast and again at the start of each of your turns, your target must make a constitution saving throw, decreasing 1d4 + 1 years in age on a successful save or 1 year on a failed one. A target ceases the de-aging process once it is reduced to infancy. A creature that is reduced in age retains all of its memories, ability scores, and features, but it gains 1 level of exhaustion for each 5 years it is reduced in age. A medium creature reduced to childhood cannot use weapons with the heavy property. A medium creature reduced to infancy cannot wield weapons or use tools. If the spell ends before 1 minute has passed, the target reverts to its true age. Otherwise, the targets is permanently reduced to its new age. Remove curse and greater restoration can be used to return a creature to its true age. If you ever unintentionally lose concentration on the spell, you gain levels in exhaustion equal to what the target gained from this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of the Baleful Rune","description":"When you cast this spell, a glowing rune, 5 feet in diameter, appears on the surface of an unoccupied space within range. The rune is triggered when a creature other than you that can see the rune approaches within 30 feet of it. When the rune is triggered, all creatures in range must make a Wisdom saving throw. A creature that fails its saving throw is frightened of the rune for 1 minute. The rune lasts for 4 rounds before dissipating. A creature that approaches within 30 feet while the rune is active or begins its turn within that range must make a Wisdom saving throw as if it had triggered the rune. You can approach the rune without triggering it, but if you are within 30 feet of it when the rune is triggered, you are also affected by the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"abjuration","Expansion":25357,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Black River","description":"4th-level transmutation Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (marsh water) Duration: instantaneous You speak a word of unmaking that devours all wood and leather in the area, destroying leather armor, shield straps, spear shafts, arrows, bows, staves, clubs, and so forth, including your own items. Objects made of other materials, such as linen, wool, glass, and metals, are unaffected. Items that are worn or held gain a collective dexterity saving throw by the wearer. On a successful save, none of that wearer’s items are affected. Magical items are never affected by this spell.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of the Cracked Shield","description":"1st-level transmutation Casting time: 1 action Range: touch Components: v, s Duration: instantaneous Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a −2 penalty to ac. If the target doesn’t use armor or a shield, the spell is expended with no effect.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of the Cracked Shield","description":"Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effects of the attack. If the foe is using a nonmagical shield, it crumbles into sawdust and rust. If the foe doesn’t use a shield, its nonmagical armor is permanently reduced in effectiveness by 2 points. If the target doesn’t use armor or a shield, the spell is expended with no effect.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of The Cracked Shield","description":"Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of the Crawling","description":"You intone a spell to summon swarming creatures of the earth and send them to engage a target creature. You swallow the body of a scorpion as you end your casting. You are poisoned until the end of your next turn. Four swarms of insects appear 40 feet from the creature, surrounding the creature and equidistant from each other. The insects can be a standard swarm of insects or one of the variant insect swarms available, but all four swarms must be of the same kind. The swarms do not consider you or your companions as allies, and you have no additional control over their actions other than directing them toward the initial target. The swarms take their actions on your initiative count, immediately after you take your turn. The swarms move 20 feet each round toward the creature that you direct them to until they fill the target’s square. The swarms will move as close to the target as possible each round, pausing next to obstacles they can reach closest to the target, which may include another swarm. If the target is killed by the insects, the swarm will change their target to you, pursuing you for the duration of the spell. If you are killed, the swarms disperse.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Dead","description":"Lines of dark power encircle a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, up to five humanoid corpses within range are each raised as a hostile skeleton or zombie that cannot be controlled. The undead creatures attack any living creature they perceive, which can include you. At Higher Levels. When you cast this spell using a 6th-level spell slot, the first two undead to animate are ghouls rather than skeletons or zombies. When you cast this spell using a spell slot of 7th level or higher, the first undead creature to animate is a wight , the second is a ghast , and the remaining ones are ghouls .","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"necromancy","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Earthen Maw","description":"4th-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 minute The ground within 30 feet of a point you designate within range turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained. Each round, a restrained creature sinks deeper into the muck. A medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of the Earthen Maw","description":"The ground within 30 feet of the point you designate turns into filthy and slippery muck, so that those in the area sink down to a watery death. This spell affects sand, earth, mud, or ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. Creatures that free themselves or that enter the area after the spell was cast are affected by the difficult terrain but don’t become restrained. Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes completely submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. Creatures that are still submerged when the spell expires are sealed beneath the newly-solid ground. At that point, they can escape only if someone else digs them out or they have a burrowing speed.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of The Earthen Maw","description":"The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained. Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of the Intangible Touch","description":"A creature of your choice within range must make a Wisdom saving throw the first time it attempts a melee attack against you or one of your allies for the duration of the spell. If the target fails this saving throw, it shifts to the border of the Ethereal Plane until the end of its next turn. The target can see only 60 feet while on the Ethereal Plane and can pass through objects on the Material Plane. If it ends its turn while occupying the same location as a creature or object, the target is immediately shunted to the closest unoccupied space when it returns to the Material Plane and takes force damage equal to twice the number of feet it was forced to move. If the target succeeds on its saving throw, the spell has no effect on it. A target can willingly fail the saving throw.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"transmutation","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Oasis","description":"You send powerful waves of dark energy coursing through a living creature within range. The target must make a Constitution saving throw. On a successful save, it takes 2d8 necrotic damage and the spell ends. On a failed save, the creature becomes incapacitated, and it takes 2d8 necrotic damage at the end of each of its turns as water pours out of its mouth and eyes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The water that gushes forth from the target is safe to drink; particularly vicious cults of the wastes use this spell to produce drinkable water as they sacrifice their victims.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"transmutation","Expansion":25357,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Oracle","description":"You bring down a curse upon a creature of your choice within range, intending to hasten the creature toward its death. The target must make a Wisdom saving throw. On a failed save, the next attack that hits the target before the end of the round deals an extra 1 damage. The first attack that hits the target during each subsequent round deals an extra 1 damage for each round that has preceded it: a total of an extra 2 damage at the end of the second round, and so forth, up to an extra 5 damage at the end of the fifth round, at which point the effect ends. If no attack hits the target in a particular round, it takes no extra damage at the end of that round.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Expansion":25357,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Pit","description":"4th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s, m (a pinch of dust from a stone quarry) Duration: 1 minute You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. The pit’s radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. The walls of the pit are slick and slimy, requiring a dc 15 strength (athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom Of The Pit","description":"You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. The pit’s radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of the Slippery Rogue","description":"2nd-level conjuration Casting time: 1 action Range: 40 feet Components: v, s, m (a dollop of bacon fat) Duration: 1 minute A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful dc 20 strength (athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a strength saving throw (for climbing) or a dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Doom of the Slippery Rogue","description":"A doom of the slippery rogue spell covers a 20-foot by 20 foot area of wall or floor with a thin coating of bacon fat or similar grease. Climbers must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless they’re held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Movement through the affected area is done at half speed (this is cumulative with the usual halving for climbing), and any movement must be accompanied by a Dexterity (walking) or Strength (climbing) saving throw. If the saving throw fails, the moving creature falls.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Doom Of The Slippery Rogue","description":"A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Doom of the Tentacle","description":"When you cast this spell, a creature of your choice within range must succeed on a Constitution saving throw, or one of its arms turns into a tentacle. Any item the target was holding in the transformed arm is dropped at its feet. The tentacle randomly attacks one creature within 10 feet at the start of the target’s turn, which might be you or the target itself. The tentacle uses your spell attack bonus as its attack bonus and deals damage equal to 1d8 + your Intelligence modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell has no effect on a shapechanger or a creature with 0 hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Expansion":25357,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Void","description":"You open the area to the dark energy of the Void at the target location, which fills a 10-foot-radius sphere within range of the spell. Each creature in the area must make a Wisdom saving throw. A creature takes 2d6 cold damage and 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The energy of the void expands in the second round, becoming a 20-foot-radius sphere as the void attempts to consume everything in its path. The void expands again in the third round, becoming a 40-foot-radius sphere. Creatures that begin their turns in this area, including you, must succeed on a Wisdom saving throw or take the same amount and types of damage as when the spell was initially cast.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"evocation","Expansion":25357,"Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Vulnerable","description":"Your hand glows with purple fire when you cast this spell. Make a melee spell attack against a creature you can reach. If you hit the target, choose two options from among bludgeoning, piercing, and slashing. The target gains vulnerability to those types of damage, and you gain vulnerability to the type of damage you did not select. If the effect of this spell ends on you or the target, the effect ends on both of you.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":25357,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom of the Warped Skull","description":"You raise the skull of a mutated bird of the wastes as you profess your target’s doom. Make a ranged spell attack against a living creature of your choice within range. On a hit, the target is poisoned and takes a –2 penalty to AC until the end of your next turn. The next saving throw the target makes before the end of your next turn is made with disadvantage.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doomed","description":"2nd-level illusion Casting time: 1 action Range: 60 feet Components: v, s, m (a crow feather) Duration: concentration, up to 1 minute You convince a creature you can see within range that it can’t escape impending doom. The target must make a wisdom saving throw. On a failed save, the target believes any attacks that miss it are actually hitting it. Each time a creature misses an attack against the target, the target takes 1d6 psychic damage. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"illusion","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Door of the Far Traveler","description":"You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell’s destination. The doorway remains functional for the spell’s duration. During that time, anyone can open or close the door and pass through it in either direction. The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it’s a place you’ve visited, you can expect 100 percent accuracy. If it’s been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you’ve only heard about the destination third-hand, you may end up in a similar structure that’s in a very different locale. Door of the far traveler doesn’t create a doorway at the destination. It connects to an existing, working door. It can’t, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home’s parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor. Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell’s material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it’s used or you spend another hour attuning it to a different location. The door of the far traveler is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it’s shut. If the spell’s duration expires naturally, the knob falls to the ground on whichever side of the door you’re on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again. At Higher Levels. If you cast this spell using a 9th-level slot, the duration increases to 12 hours.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V S M","Casting Time":"10 minutes plus 1 hour of attunement","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dorianus Griseus","description":"Dorianus Griseus Requirements: Level 18 Casting Time: 1 day ritual Range: touch (the Likeness) Duration: permanent Cost: 20 WP to create + 4 WP (invested) Create a lifelike self-portrait (drawing, painting or sculpture) which can then draw negative effects into itself from the artist. Half of any damage (no matter what kind, even aging effects) inflicted upon the artist will instead be transferred to the artist’s likeness in the painting, no matter how far artist and painting are separated. That likeness can accumulate age and damage indefinitely. If the artwork is ever destroyed, the artist immediately suffers the following consequences: 1d6 damage for every full 10 years of the artwork’s existence, incapacitated for 1d6 minutes, immediately (in a matter of minutes) age half as many years as the artwork has existed. The artist can only have one such object at any time.","properties":{"Category":"Spells","Level":9,"School":"–","Components":"M","Casting Time":"1 day ritual","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Douse Light","description":"With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Douse Light","description":"With a simple gesture, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (Shadow)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Douse Light","description":"Transmutation cantrip Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Downgrade Metal","description":"Target any metal object (or portion thereof) within range that can fit into a 5-foot cube. The metal permanently becomes wood. Any weapon targeted in this way does half the damage it once did. ","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Dowsing Dagger","description":"Upon casting this spell, choose one of the following creature types: beasts, dragons, fey, humanoids, monstrosities, or undead. You can attune your senses to determine if any of the selected creature types lurk nearby. By spending 1 uninterrupted minute focusing during this spell’s duration, you can sense whether any of the selected creature type are present within 5 miles of you. This spell reveals the numbers of the creature type around you and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of the selected creature type within range, you learn this information for each group.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Draconic Essence","description":"You channel the essence of a dragon, assuming some of its traits. Scales coat your body, wings sprout from your back, your nails lengthen into talons, and your mouth extends into the shape of a dragon’s muzzle. You gain a +2 bonus to AC and a flying speed of 60 feet. Your unarmed strikes count as magical attacks and deal 1d10 slashing damage on a hit. You also gain a breath weapon according to the color of dragon scales you used for the spell, as listed in the Draconic Essence table, and you have resistance to the type of damage your breath weapon deals. You can use an action to exhale your breath weapon. When you do so, each creature in the area of the effect must make a saving throw using the appropriate ability score against your spell save DC. A creature takes 8d6 damage on a failed save, and half as much damage on a successful one. Draconic Essence Scale Color Damage Type Breath Weapon Black Acid 5 ft.-by-60-ft. line (Dexterity save) Blue Lightning 5-ft.-by-60-ft. line (Dexterity save) Brass Fire 5-ft.-by-60-ft. line (Dexterity save) Bronze Lightning 5-ft.-by-60-ft. line (Dexterity save) Copper Acid 5-ft.-by-60-ft. line (Dexterity save) Gold Fire 60-ft. cone (Dexterity save) Green Poison 60-ft. cone (Constitution save) Red Fire 60-ft. cone (Dexterity save) Silver Cold 60-ft. cone (Constitution save) White Cold 60-ft. cone (Constitution save)","properties":{"Category":"Spells","Level":7,"School":"transmutation","Expansion":25357,"Components":"S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Draconic Majesty","description":"You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Draconic Majesty","description":"3rd-Level Enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Draconic Senses","description":"You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.","properties":{"Category":"Spells","Level":4,"School":"Divination (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Draconic Senses","description":"4th-Level Divination Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Draconic Smite","description":"The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Evocation (dragon)","Expansion":5764,"Components":"V","Damage Type":"Cold","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Draconic Smite","description":"The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack's target must each make a successful Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage done to the secondary creatures increases by 1d6 for each slot above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Evocation (Dragon)","Components":"V","Damage Type":"Cold","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Draconic Smite","description":"1st-Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Draconic Transformation","description":"7th-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V, S, M (a statuette of a dragon, worth at least 500 gp) Duration : Concentration, up to 1 minute With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends: Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"transmutation","Expansion":12314,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon Breath","description":"You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. When you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell's duration. Dragon Type Breath Weapon Range Damage Black 30-foot line, 5 feet wide 6d6 acid damage Blue 30-foot line, 5 feet wide 6d6 lightning damage Green 15-foot cone 6d6 poison damage Red 15-foot cone 6d6 fire damage White 15-foot cone 6d6 cold damage At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Evocation (dragon)","Expansion":5764,"Components":"V, S, M","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dragon Breath","description":"You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. When you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell's duration. Dragon Type Breath Weapon Range Damage Black 30-foot line, 5 feet wide 6d6 acid damage Blue 30-foot line, 5 feet wide 6d6 lightning damage Green 15-foot cone 6d6 poison damage Red 15-foot cone 6d6 fire damage White 15-foot cone 6d6 cold damage At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Evocation (Dragon)","Components":"V S M","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dragon Breath","description":"5th-Level Evocation Casting Time: 1 action Range: Self (15-foot cone or 30-foot line) Components: V, S, M (a piece of a dragon’s tooth) Duration: Concentration, up to 1 minute You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration. Dragon Type Area Damage Black 30-foot line, 5 feet wide 6d6 acid damage Blue 30-foot line, 5 feet wide 6d6 lightning damage Green 15-foot cone 6d6 poison damage Red 15-foot cone 6d6 fire damage White 15-foot cone 6d6 cold damage At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dragon Roar","description":"Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"Evocation (dragon)","Expansion":5764,"Components":"V","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dragon Roar","description":"Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). ","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"Evocation (Dragon)","Components":"V","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dragon Roar","description":"Evocation Cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dragon's Breath","description":"2nd-Level Transmutation Casting Time : 1 bonus action Rang e: Touch Components: V, S, M (a hot pepper) Duration : Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Transmutation","Components":"V S M","Damage Type":"See text","Casting Time":"1 bonus action","data-RangeAoe":"Touch (exhale ○)"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Dragon's Breath","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature , and choose Acid , Cold , Fire , Lightning , or Poison . Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone . Each creature in that area makes a Dexterity saving throw , taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Name":"Dragon's Breath","Level":2,"Casting Time":"Bonus Action","Components":"V S M","Save":"Dexterity","Damage Type":"Acid, Cold, Fire, Lightning, or Poison","data-RangeAoe":"Touch (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dragon's Breath","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Acid Damage, Inflict Damage, Dexterity Save, Cold Damage, Fire Damage, Poison Damage, Lightning Damage, Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Dragon's Breath\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dragon's Breath\\\",\\\"description\\\":\\\"You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.","Level":2,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S M","Material":"a hot pepper","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","Save":"Dexterity","Damage":"3d6","Damage Type":"Acid, Cold, Fire, Lightning, or Poison","data-RangeAoe":"Touch (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dragon's Pride","description":"Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.","properties":{"Category":"Spells","Level":3,"School":"Enchantment (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dragon's Pride","description":"3rd-Level Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Drain","description":"1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a red ribbon) Duration: Instantaneous Stretching out your hand and pointing your finger at a creature within range, a flash of negative energy briefly connects you to the target. It must succeed on a Constitution saving throw or take 3d4 necrotic damage, and you gain a number of temporary hit points equal to the damage dealt. You lose any temporary hit points granted by this spell after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Drain Item","description":"You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder’s AC. On a hit, the item loses 1d3 charges. If this reduction drops the item’s charges to 0, any effects that occur when the item loses all its charges immediately take effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th-level slot, 1d6 for a 6th-level slot, 1d8 for a 7th-level slot, or 2d6 for an 8th or 9th-level slot.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Drain Item","description":"4th-Level Evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder’s AC. On a hit, the item loses 1d3 charges. If this reduction drops the item’s charges to 0, any effects that occur when the item loses all its charges immediately take effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th‑level slot, 1d6 for a 6th-level slot, 1d8 for a 7th‑level slot, or 2d6 for an 8th- or 9th-level slot.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Drawmij's Instant Summons","description":"6th-Level Conjuration (ritual) Casting Time : 1 minute Rang e: Touch Components: V, S, M (a sapphire worth 1,000 gp) Duration : Until dispelled You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.","properties":{"Category":"Spells","Name":"Drawmij's Instant Summons","Level":6,"School":"Conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Drawmij's Instant Summons","description":"Level 6 Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispelled You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object , crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.","properties":{"Category":"Spells","School":"Conjuration","Name":"Drawmij's Instant Summons","Level":6,"Casting Time":"1 minute or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Drawmij's Instant Summons","description":"Level 6 Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispelled You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Drawmij's Instant Summons\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Drawmij's Instant Summons\\\",\\\"description\\\":\\\"You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. 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The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\\\\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a sapphire worth 1,000+ GP\\\"}}\"},{\"name\":\"Drawmij's Instant Summons Condition\",\"parent\":\"Drawmij's Instant Summons\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Drawmij's Instant Summons\\\"}\"},{\"name\":\"Drawmij's Instant Summons Action\",\"parent\":\"Drawmij's Instant Summons Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drawmij's Instant Summons\\\",\\\"description\\\":\\\"You can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\\\\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Drawmij's Instant Summons","data-description":"You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\nThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\nIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.","Level":6,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"a sapphire worth 1,000+ GP","data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Drayfn's Bane of Excellence","description":"A creature of your choice within range must make a Charisma saving throw. On a failed save, the next ability check, attack roll, or saving throw the target makes, within the duration, that results in a roll of 20 on a d20, fails to have any effect. The number of times this cantrip can turn a natural 20 into a failure increases by one when you reach 5th level (two natural 20s), 11th level (three natural 20s), and 17th level (four natural 20s).","properties":{"Category":"Spells","Level":"Cantrip","School":"necromancy","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 foot"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Drayfn's Bane of Excellence","description":"Necromancy cantrip Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute A creature of your choice within range must make a charisma saving throw. On a failed save, the next ability check, attack roll, or saving throw the target makes, within the duration, that results in a roll of 20 on a d20, fails to have any effect. The number of times this cantrip can turn a natural 20 into a failure within the duration increases by one when you reach 5th level (two natural 20s), 11th level (three natural 20s), and 17th level (four natural 20s).","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Drayfn's Blunted Blade","description":"Your target's weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a Strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target's weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Drayfn's Blunted Blade","description":"2nd-level transmutation Casting time: 1 action Range: 30 feet Components: v, s, m (a rusty shard of iron) Duration: concentration, up to 1 minute Your target’s weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target’s weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Drayfn's Curse of Incompetence","description":"Your target momentarily forgets its technical abilities. Select a creature within range that has an Intelligence of 3 or higher. Your target must make an Intelligence saving throw or be unable to add its proficiency bonus to any ability checks, attack rolls, or saving throws it makes. An affected creature can make a new saving throw at the end of each of its turns, regaining its proficiency bonus on a success. At Higher Levels. If you cast this spell using a 5th-level slot, the duration increases to concentration, up to 10 minutes. If you cast it using a 6th-level slot, the duration increases to concentration up to 1 hour. If you cast it using a 7th-level slot, the duration is 1 hour.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Drayfn's Curse of Incompetence","description":"4th-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a teardrop) Duration: concentration, up to 1 minute Your target momentarily forgets its technical abilities. Select a creature within range that has an intelligence of 3 or higher. Your target must make an intelligence saving throw or be unable to add its proficiency bonus to any ability checks, attack rolls, or saving throws it makes. An affected creature can make a new saving throw at the end of each of its turns, regaining its proficiency bonus on a success. At higher levels. If you cast this spell using a 5th-level slot, the duration increases to concentration, up to 10 minutes. If you cast it using a 6th-level slot, the duration increases to concentration up to 1 hour. If you cast it using a 7th-level slot, the duration is 1 hour.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dread","description":"Malefic word , illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a Word of Power that conceptualizes the worst nightmares of one living creature within range. That creature must make a Charisma saving throw. On a failure, the target takes 1d6 psychic damage and becomes paralyzed until the end of your next turn as it is trapped in an illusion in which its greatest fears play out. If the target succeeds, it becomes frightened of you until the end of your next turn and the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (2 vitality): The target must make a Charisma saving throw. On a failure, it takes 2d6 psychic damage and remains paralyzed until the end of your next turn. If the target succeeds, it becomes frightened of you until the end of your next turn and the malefic word’s baleful echo is silenced (and you do not suffer the feedback). The damage dealt by this malefic word increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Feedback: The dread word sinks into your psyche, plunging you into the worst nightmares your own mind can conjure. You are paralyzed for 1d6 rounds.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Dread Scarecrow","description":"Dread Scarecrow 4th-level illusion (bard, warlock, wizard) Casting Time: 1 action Range: Self (30-foot-radius sphere) Components: V, S, M (a flute made of a femur worth 50 gp) Duration: Concentration, up to 1 minute You magically create the horrifying illusion of all your bones breaking and your body bending in impossible ways, accompanied by the sound of a shattered skull. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw or become frightened for the duration. While frightened by this spell, a creature's speed becomes 0 and it falls prone, its legs giving out under the fear. If an affected creature takes damage, it can repeat the saving throw at the end of its next turn, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dread Wings","description":"A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect. You can use an action on your turn to move the swarm up to 40 feet in any direction.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dread Wings","description":"4th-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect. You can use an action on your turn to move the swarm up to 40 feet in any direction.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Dream","description":"This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move . If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw . On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage . If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage .","properties":{"Category":"Spells","Name":"Dream","Level":5,"Range":"Special","School":"Illusion","Target":"A creature known to you","Classes":"Bard, Druid, Warlock, Wizard","Duration":"8 hours","Material":"A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":3000001,"data-DurationNum":12,"data-description":"This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.<br />If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.<br />You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.<br />If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.","data-RangeAoe":"Special"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dream","description":"5th-Level Illusion Casting Time : 1 minute Rang e: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird ) Duration : 8 hours This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a mes⁠sage of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightma⁠re that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.","properties":{"Category":"Spells","Name":"Dream","Level":5,"School":"Illusion","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Special"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dream","description":"Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target . If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw . On a failed save , the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","properties":{"Category":"Spells","School":"Illusion","Name":"Dream","Level":5,"Casting Time":"1 minute","Components":"V S M","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dream","description":"Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Psychic Damage","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Dream\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Dream\\\",\\\"description\\\":\\\"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\\\\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\\\\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\\\\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Special\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a handful of sand\\\"}}\"},{\"name\":\"Dream Nightmare Attack\",\"parent\":\"Dream\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dream Nightmare\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.\\\"}}\"},{\"name\":\"Dream Nightmare Damage\",\"parent\":\"Dream Nightmare Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Dream","data-description":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\nIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\nIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\nYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","Level":5,"Casting Time":"1 minute","Duration":"8 hours","Range":"Special","Components":"V S M","Material":"a handful of sand","data-CastNum":4,"data-DurationNum":12,"Save":"Wisdom","Damage":"3d6","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dream Canopy","description":"3rd-level illusion Casting time: 1 action Range: self (10-foot-radius) Components: v, s Duration: concentration up to 1 minute You summon a verdant and shifting canopy that depicts the dreams of nearby plants. The canopy extends out from you to a distance of 5 feet for the duration, surrounding you in the images and minor sounds of these dreams. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. At the start of each of your turns, choose one of the following effects. The effect remains until the start of your next turn when you can choose another effect or to maintain that same effect. Mesmerleaf. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a charisma saving throw or have disadvantage on attack rolls until the start of your next turn, as the plants dream of the mesmerizing dance of leaves caught in autumnal wind. Scintillating bough. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a dexterity saving throw or be blinded until the start of your next turn, as the plants dream of speckled sunlight peeking through leaves. Sprigs and twigs. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a wisdom saving throw or take 3d8 force damage, as the plants dream of twigs, thorns, and bare tree limbs poking out from all angles.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dream Eater","description":"3rd-level (hag) necromancy Casting Time: 1 minute Range: Touch Components: S, M (a spoon made out of a human’s pelvis bone, enchanted in such a way that it can travel to the Ethereal Plane) Duration: Concentration, up to 1 minute A hag, usually a night hag, will cast this spell while she is in the Ethereal Plane. She will usually choose a dreamer that is alone because she is vulnerable while casting this spell. As she casts this spell she will hold one fist over the dreamer’s head while concentrating on a special bone spoon. While doing this she can be attacked from either the Material Plane or the Ethereal Plane. After she casts the spell she thrusts the spoon into the dreamer’s head. The dreamer will make a Charisma saving throw. Upon failure, the dreamer will take 7 (2d6) psychic damage each round that the hag is concentrating, up to a minute. The hag regains hit points equal to half the damage inflicted. The hag can gain up to 10 temporary hit points if she is fully healed. These hit points will be removed after an hour. If the dreamer makes its Charisma saving throw, it takes 7 (2d6) psychic damage but immediately wakes up with a pounding headache. The hag will be pushed back fully into the Ethereal Plane and paralyzed until the start of her next turn. Any dreamer that makes their saving throw is immune to dream eater for a week. A dreamer that survives their encounter with the dream eater will vaguely remember feeding a large forest animal by pulling fruits or vegetables out of their head. This spell was adapted from Vile Traditions .","properties":{"Category":"Spells","Level":3,"School":"(hag) necromancy","Components":"S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Dream Glimpse","description":"Divination cantrip Casting time: 1 action Range: 30 feet Components: v Duration: instantaneous You know the current goal or desire of a creature you can see within range. The target must have an intelligence of 3 or greater. This spell reveals only the most pressing, important, or impactful goal or desire that is at the top of the mind of the target. It doesn’t reveal any hidden or secret goals or desires, and it doesn’t reveal goals or desires the target wouldn’t already be willing to share with someone it trusts. A creature affected by this spell knows you used magic to learn something about it, and, at the gm’s discretion, it might become hostile toward you or seek retribution against you in some way in the future. Once a creature has failed this saving throw, you can’t target it with this spell again for 24 hours.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dream of the Blue Veil","description":"7th-Level Conjuration Casting Time : 10 minutes Rang e: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration : 6 hours You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions. To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born. The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"20 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Dream Shear","description":"4th-level illusion Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous Your dark whispering strips your enemies of their hopes and dreams, as you pull their doubts to the forefront of their minds. When you cast this spell, choose up to three creatures you can see within range. Each target must make a charisma saving throw. On a failed save, a target takes 4d10 psychic damage and has disadvantage on attack rolls and saving throws until the end of its next turn, as the target’s own doubts about its abilities whisper through its mind. On a successful save, a target takes half the damage and doesn’t have disadvantage on attack rolls and saving throws. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dream Spores","description":"5th-Order Telepathy Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 1 minute Creatures: Deep dreamer You release a burst of psionic spores. Each creature you can see within 30 feet of you must succeed on an Intelligence saving throw or be charmed by you for the duration. While charmed in this way, a creature must use their movement during their turn to move within 10 feet of you by the safest available route. A creature charmed in this way can repeat the saving throw whenever they take damage, ending the effect on themself on a success.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"Telepathy","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dream Spores","description":"Dream Spores 5th-Order Telepathy Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 1 minute Creatures: Deep dreamer You release a burst of psionic spores. Each creature you can see within 30 feet of you must succeed on an Intelligence saving throw or be charmed by you for the duration. While charmed in this way, a creature must use their movement during their turn to move within 10 feet of you by the safest available route. A creature charmed in this way can repeat the saving throw whenever they take damage, ending the effect on themself on a success.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"Telepathy","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Dream Weave","description":"This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same star system as you. Creatures that don’t sleep, such as belare, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the power. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you use this power, the messenger knows it, and can either end the trance (and the effect) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.","properties":{"Category":"Spells","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Special"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dreamstride","description":"3rd-level illusion (ritual) Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 10 minutes You reach out with your consciousness and step into the dreams of a creature you can see or a creature that is known to you. The creature must be on the same plane of existence as you and have a minimum intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar races) when the spell is cast, the spell fails. This spell has no effect on constructs or undead. When you cast the spell, you enter your target’s dream, and you view the events as an invisible third party. The creature is unaware of your presence, and you cannot interact with the dream in any way other than the method listed below. As an action, you can reach out your consciousness and attempt to influence the course of the dream. For example, you may cause something new to appear or cause the tone of the dream to change to a nightmare (or vice-versa) or influence a “character” in the dream other than the target to act a certain way. When you attempt to influence the dream, your target must succeed on a wisdom saving throw against your spell save dc. On a failed save, your attempt to alter the dream is successful. On a successful save, you are immediately ejected from the dream as the dreamer awakens. For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dreamwalk","description":"Choose up to ten willing creatures you can see within range. For the duration, they gain the ability to lucidly dream whenever they sleep. While lucid dreaming, a creature always knows if the dream spell is being used to target it. In addition, when you cast this spell, each creature affected by it can choose to instantly fall asleep, even if that creature has a trait that normally prevents it from being magically put to sleep (such as elves’ Fey Ancestry).","properties":{"Category":"Spells","Level":2,"School":"enchantment (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dreamwine","description":"You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Drizzle","description":"You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.","properties":{"Category":"Spells","Level":"Cantrip","School":"conjuration (weather)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Drizzle","description":"Conjuration cantrip Casting time: 1 action Range: 20 feet Components: v, s Duration: concentration You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Drown","description":"Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water blocking its air passages. On a successful save, the creature isn’t affected. An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its esophagus by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by drown.","properties":{"Category":"Spells","Save":"Strength","Level":6,"School":"Conjuration (Elemental)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Drown","description":"You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Drown","description":"3rd-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a small piece of flotsam or seaweed) Duration: Instantaneous You cause a creature’s lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 Hit Points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Drown in Sorrow","description":"A dark streak flashes from your pointing finger to a point you choose within range and then blossoms into a burst of nightmarish and melancholic energy. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. A target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw have disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Druid Grove","description":"6th-Level Abjuration Casting Time : 10 minutes Rang e: Touch Components: V, S, M (m istletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon ) Duration : 24 hours You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual , except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.","properties":{"Category":"Spells","Level":6,"School":"Abjuration","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Druidcraft","description":"Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle , a torch , or a small campfire.","properties":{"Category":"Spells","Name":"Druidcraft","Level":0,"Range":"30 feet","School":"Transmutation","Target":"See text","Classes":"Druid","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":0,"data-description":"Whispering to the spirits of nature, you create one of the following effects within range:<br />You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.<br />You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.<br />You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.<br />You instantly light or snuff out a candle, a torch, or a small campfire.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Druidcraft","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.","properties":{"Category":"Spells","Name":"Druidcraft","Level":0,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Druidcraft","description":"Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny , harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube . Fire Play. You light or snuff out a candle, a torch, or a campfire.","properties":{"Category":"Spells","School":"Transmutation","Name":"Druidcraft","Level":0,"Casting Time":"Action","Components":"V S","data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Druidcraft","description":"Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Druidcraft\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Druidcraft\\\",\\\"description\\\":\\\"Whispering to the spirits of nature, you create one of the following effects within range.\\\\nWeather Sensor. 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You light or snuff out a candle, a torch, or a campfire.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"5 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Druidcraft","data-description":"Whispering to the spirits of nature, you create one of the following effects within range.\nWeather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\nBloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\nSensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\nFire Play. You light or snuff out a candle, a torch, or a campfire.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30,"data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dryad's Kiss","description":"You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive. If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month. At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dryad's Kiss","description":"3rd-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, M (a flower petal or a drop of blood) Duration: Concentration, up to 1 minute You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive. If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month. At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Duel of Destiny","description":"4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a holy symbol) Duration: 1 minute Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart. For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional 1d4 radiant damage. The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dusk","description":"5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a black gemstone worth at least 100 gp) Duration: Concentration, up to 1 minute The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normal darkness become magical darkness. When the cylinder appears, each undead creature within the cylinder gains 1d12 temporary hit points and each non-undead creature within the cylinder takes 1d12 necrotic damage. While a non-undead creature is in the cylinder, it takes an additional 1d12 necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain 1d12 temporary hit points. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. If the spell’s area ever overlaps with the area of a dawn XGE spell, both spells immediately end.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dust and Ashes","description":"4th-level transmutation Casting time: 1 action Range: 30 feet Components: v, s, m (a ball of crumbly dirt) Duration: instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be any nonmagical physical object, to a maximum size of 10 feet on a side. If the target is held by a creature, that creature must make a dexterity saving throw. On a failed save, the object is reduced to a pile of fine gray dust. This spell automatically and completely disintegrates a large or smaller nonmagical object or a creation of magical force. If the target is a huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the object size increases by another 10-foot-cube for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dust Cloud","description":"You create a 20-foot-radius sphere of swirling dust at a point you can see within range. The cloud spreads around corners, and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature that starts its turn in the cloud or enters it for the first time on a turn, including when the cloud first appears, must succeed on a Constitution saving throw or become blinded until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the cloud increases by 20 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Dust Devil","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a pinch of dust) Duration : Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Conjuration","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Dust Devil","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a pinch of dust) Duration : Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Dying of the Light","description":"7th-level evocation Casting time: 1 action Range: 120 feet Components: v, s, m (a black pearl worth at least 250 gp) Duration: concentration, up to 1 minute A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise extinguished. Light-producing spells of 7th level or higher function within the area. Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit. Each creature you choose to be affected that ends its turn in the darkness takes 4d8 necrotic damage and gains one level of exhaustion. A successful constitution saving throw halves the damage and negates the exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"evocation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Dying Of The Light","description":"A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise extinguished. Light-producing spells of 7th level or higher function within the area. Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit. Each creature you choose to be affected that ends its turn in the darkness takes 4d8 necrotic damage and gains one level of exhaustion. A successful Constitution saving throw halves the damage and negates the exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Evocation (shadow)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Dynamic Passage","description":"This power creates an energy link between a large powered device within range and another device, at any distance, within the same star system. Both the target and destination device must be at least 6 feet tall or wide such as a large control panel, power generator, viewscreen, or data terminal, You must have seen or touched the destination device at least once before. For the duration, any creature can step into the target device and exit from the destination device by using 5 feet of movement.","properties":{"Category":"Spells","Level":6,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ears of the Bat","description":"3rd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet. You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ears Of The Bat","description":"You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet. You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Earth Becomes Sky","description":"Tier 2 e arth smite Casting Time: 1 action Base Favor Cost: 1 Range: Self (10-foot slam) Components (Required): V, S Resonances: You are outdoors in rocky terrain (1 bonus favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor) Duration: Instantaneous Effects: You strike the ground and utter a word of power, and a boulder launches into the air to smash your foes. You make a multitarget invocation attack against each creature in a 10-foot slam. Each creature you hit suffers 2d4 bludgeoning damage, and if it is large or smaller, is pushed 10 feet away from you unless it chooses to become prone. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: Each restrained creature hit by this invocation is vulnerable to the damage it deals. 1+ favor: You increase the length of the slam by +10 feet per favor spent this way. 2 favor: Each creature hit by this invocation takes an additional 3d4 bludgeoning damage. 3 favor: Each creature hit by this invocation takes an additional 4d4 bludgeoning damage. 3 favor: You infuse the boulders with the sanctified power of jade, causing this invocation to deal radiant damage instead of bludgeoning damage. 5 favor: Choose one creature you hit with the multitarget attack roll. It becomes stunned until the end of its next turn.","properties":{"Category":"Spells","Level":2,"School":"earth smite","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Earth Glide","description":"3rd-level transmutation (ritual) Casting time: 1 action Range: 30 feet Components: v, s, m (a piece of a creature that has the earth glide trait) Duration: 1 hour This spell grants up to ten willing creatures you can see within range the ability burrow through nonmagical, unworked earth and stone for the duration. Each target gains a burrowing speed equal to half its walking speed. While burrowing, an affected target doesn’t disturb the material through which it moves. If the duration ends with an affected target within unworked earth or stone, the spell carries the target to the surface at a rate of 60 feet per round.","properties":{"Category":"Spells","Level":3,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Earth Swim","description":"You and up to eight willing creatures can move through earth as easily as if it were water. Each of you can sink into an area of stone, soil, mud, clay, or other earth at least 5 feet wide, and move through the material without disturbing it. For this purpose, each affected creature has a swimming speed equal to your walking speed. You and your companions can breathe when submerged in the substance, and each of you also gains tremorsense out to a range of 60 feet while submerged. Any individuals who are submerged when the spell ends rise directly to the surface at a rate of 60 feet per round and appear in an unoccupied space nearest to where each one emerges.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Expansion":25357,"Components":"V, S, M","Casting Time":"1 minute (ritual)","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Earth Tremor","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (10-foot radius) Components: V, S Duration : Instantaneous You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Evocation","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Earth Tremor","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (10-foot radius) Components: V, S Duration : Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Earth Wave","description":"You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-footradius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn. Natural obstacles do not impede the spell’s movement; trees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other similar structures; smaller or malleable objects such as unsecured ropes or cloth are simply buried by the swell’s passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object. Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out. You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Earth Wave","description":"5th-Level Transmutation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Concentration, up to 8 hours You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot‑radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn. Natural obstacles do not impede the spell’s movement; trees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other similar structures; smaller or malleable objects such as unsecured ropes or cloth are simply buried by the swell’s passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object. Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out. You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Earthbind","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 300 feet Components: V Duration : Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Expansion":7390,"Components":"V","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Earthbind","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 300 feet Components: V Duration : Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Earthen Crush","description":"You create a 20-foot-radius animated spherical cloud of earth and rocks, originating from an unoccupied space that you can see within range. The space of origin must feature rocks or earth or the spell fails. The cloud lasts for the spell’s duration and it moves at your command, mimicking the movements of your hand (or other appendage). The cloud is considered to be an object that has AC 16 and hit points equal to 1/2 your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 16 (+3) and a Dexterity of 10 (+0). The cloud doesn’t fill its space and can move through all creatures smaller than itself since it is partially immaterial. When you cast the spell and as a bonus action on subsequent turns, you can move the cloud up to 30 feet and cause one of the following effects. Barrier Cloud. The cloud forms a barrier between you and a creature you choose until you give it a different command. The cloud moves to stay between you and the target, providing you with half cover against the target. The target can move through the cloud unimpeded if its Strength score is equal to or greater than that of the cloud. If the target’s Strength score is less than that of the cloud, it treats the cloud as difficult terrain. Churning Cloud. You can command the cloud to expend its magic, enhancing the potency of the exploding earth class feature and ending the spell. Creatures within the cloud it suffer disadvantage to their saving throws against exploding earth until the end of your next turn. Propelling Cloud. You can command the cloud to expend its magic, enhancing the range of the exploding earth class feature. You can affect creatures flying up to 15 feet above the cloud with exploding earth until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher (or learn this as a 4th level or higher secret of the stone), you may use the churning cloud and propelling cloud functions of the spell each an additional time per spell slot above 3rd before the spell’s magic dissipates from the exertion.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Earthquake","description":"8th-Level Evocation Casting Time : 1 action Rang e: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration : Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.","properties":{"Category":"Spells","Name":"Earthquake","Level":8,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Earthquake","description":"You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain . Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone . This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength ( Athletics ) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.","properties":{"Category":"Spells","Name":"Earthquake","Level":8,"Range":"500 feet","School":"Evocation","Target":"A point on the ground that you can see within range","Classes":"Cleric, Druid, Sorcerer","Duration":"Up to 1 minute","Material":"A pinch of dirt, a piece of rock, and a lump of clay","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":500,"data-DurationNum":3,"data-description":"You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.<br />The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.<br />When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.<br />This spell can have additional effects depending on the terrain in the area, as determined by the GM.<br />Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.<br />A fissure that opens beneath a structure causes it to automatically collapse (see below).<br />Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.","data-RangeAoe":"500 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Earthquake","description":"Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain . When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw . On a failed save , a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points , it collapses. A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw . On a failed save , the creature takes 12d6 Bludgeoning damage , has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save , the creature takes half as much damage only.","properties":{"Category":"Spells","School":"Transmutation","Name":"Earthquake","Level":8,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Bludgeoning","data-RangeAoe":"500 ft (100 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Earthquake","description":"Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Inflict Condition, Prone, Inflict Damage, Bludgeoning Damage","Spell Attack":"None","filter-Level":8,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Earthquake\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Earthquake\\\",\\\"description\\\":\\\"Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\\\\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\\\\nYou can also cause the effects below.\\\\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\\\\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\\\\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"500 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a fractured rock\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"100 foot radius\\\"}}\"},{\"name\":\"Earthquake Condition\",\"parent\":\"Earthquake\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Earthquake\\\"}\"},{\"name\":\"Earthquake Attack\",\"parent\":\"Earthquake\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Creature has the Prone condition, and its Concentration is broken.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"100 foot radius\\\"}}\"},{\"name\":\"Earthquake Attack Fissures\",\"parent\":\"Earthquake\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake - Fissures\\\",\\\"description\\\":\\\"A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Fall in fissure.\\\",\\\"onSucceed\\\":\\\"Moves with fissure's edge as it opens.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"100 foot radius\\\"}}\"},{\"name\":\"Earthquake Attack Structures\",\"parent\":\"Earthquake\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake - Structures\\\",\\\"description\\\":\\\"The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"100 foot radius\\\"}}\"},{\"name\":\"Earthquake Attack Collapseing Structures\",\"parent\":\"Earthquake\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake - Collapseing Structures\\\",\\\"description\\\":\\\"A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape.\\\",\\\"onSucceed\\\":\\\"Half as much damage only.\\\"}}\"},{\"name\":\"Earthquake Attack Collapseing Structures Damage\",\"parent\":\"Earthquake Attack Collapseing Structures\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Earthquake","data-description":"Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\nYou can also cause the effects below.\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"500 feet","Components":"V S M","Material":"a fractured rock","data-CastNum":2,"data-RangeNum":500,"Save":"Dexterity","Damage":"12d6","Damage Type":"Bludgeoning","data-RangeAoe":"500 ft (100 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Earthskimmer","description":"You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself. The creature takes 4d6 bludgeoning damage and is knocked prone, or takes half damage and isn’t knocked prone if it makes a successful Strength saving throw.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"Transmutation (Elemental)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Earthskimmer","description":"You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Earthskimmer","description":"4th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a piece of shale or slate) Duration: Concentration, up to 1 minute You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a Speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or it takes half as much damage and isn’t knocked prone on a successful one.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Earworm Melody","description":"You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration. For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Earworm Melody","description":"1st-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration. For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ebon Tide","description":"You generate a wave of shadow matter at a point on the ground that you can see within range. For the duration, black winds and currents of shadow matter whip in a 100-foot-radius circle centered on that point, modifying terrain and sometimes drowning creatures in the area. The area becomes difficult terrain. Each creature touching the ground must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. The ebon tide deals 30 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it sinks into the earth, consumed by the Shadow Realm. Any creature within a structure when it sinks must make a Constitution saving throw. On a failed save, the creature takes 2d12 necrotic damage, is knocked prone, and is blinded for 1 round. On a successful save, the creature takes half as much damage and doesn't fall prone or become blinded. This spell can have additional effects depending on the terrain in the area, as determined by the GM. No more than two of the following effects can be the result of one casting of ebon tide . Hills and Hollows. Ground rises or sinks throughout the spell's area at the start of your next turn after you cast the spell. These changes take the form of a hill, a slip fault (a new cliff), or a hollow. A total of 1d4 such hills, slip faults, or hollows open in locations chosen by the GM. A hollow or slip fault that opens beneath a structure causes it to automatically collapse (see above). A hollow or hill can alter the flow of local water, such as a moat, stream, or lake. Rivers, Shores, and Waters. Water in the area can adopt an old course (such as an oxbow) or be swept into a new one, starting at the start of your next turn after you cast this spell. Only one such water element can be altered by the casting of this spell. (You cannot alter both a lake and a stream feeding it, for instance.) Shadow Mire. All ground in the area of the spell becomes shadow mire (see Chapter 5 ) for the duration.","properties":{"Category":"Spells","Level":7,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Echoes of Doom","description":"9th-level divination Casting Time : 1 action Range : 120 feet Components : V, S, M (a piece of black onyx) Duration : 1 minute Classes : Cleric, Sorcerer, Warlock, Wizard You tap into the fabric of fate and reveal a harrowing vision of the world's end to the target, delivered by the dreaded Ebon Serpent. The target must make a Charisma saving throw. On a failed save, the target takes 35 (10d6) psychic damage and becomes frightened for the spell’s duration. A target that fails its saving throw by 5 or more takes 70 (20d6) psychic damage and becomes paralyzed with fear for the duration of the spell. It also gains an indefinite madness with the flaw: “I find it hard to care about anything that goes on around me”, which lasts until cured. On a successful save, the target becomes frightened for the spell’s duration.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"divination","Expansion":26071,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Echoes of Steel","description":"4th-Level Evocation Casting Time: 1 bonus action Range: Self (30-foot radius) Components: S Duration: Concentration, up to 1 minute When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Echoes Of Steel","description":"When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation","Expansion":5764,"Components":"S","Casting Time":"1 bonus action "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Echoing Equation","description":"You cause one single willing creature within range to transform into an exact copy of another willing creature within range. The transformed creature is considered to be statistically identical to the copied creature, with the following exceptions: The transformed creature’s hit point total does not change but its hit point maximum changes to match its new form. If the hit point maximum of the new form is less than the transformed creature’s current hit point total, the creature’s hit points are reduced to the new hit point maximum. The transformed creature does not gain any spell slots. If it had spell slots prior to being transformed, it retains the same number of spell slots it had, but can only use those spell slots to cast the prepared spells of its new form. The transformed creature has no uses of class features that have a limited number of uses. All equipment on the transformed creature is identical to the equipment of the copied creature, except that it is all nonmagical. If you are the transformed creature, you maintain concentration on this spell even if the new copy cannot cast it or cast spells at all. At Higher Levels: When you cast this spell using a spell slot of 7th level, you can target one additional creature to transform (two total). When you cast this spell using a spell slot of 9th level, you can target one additional creature to transform (three total).","properties":{"Category":"Spells","Level":5,"School":"illusion","Expansion":32309,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Eclipse","description":"You generate a 15-foot radius sphere of darkness from a point of your choosing which absorbs and blocks all forms of light. The sphere spreads around corners. A creature with darkvision can’t see through this area, and mundane light sources can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the sphere with a solid opaque object, such as a bowl or a box, blocks the darkness it generates. If any of this power’s effective area overlaps with an area of light created by a talent or technique of Rank 2 or lower, the power that created the light is canceled.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ectoplasm","description":"You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn. When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Necromancy (mythos)","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ectoplasm","description":"","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Eelskin","description":"You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges. Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"biomancy* (*can be replaced with evocation)","Expansion":23695,"Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action or 1 bonus action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Een’s Armor of Glass","description":"6th-level conjuration Casting time: 1 action Range: self Components: v, s, m (a glass marble inlaid with silver worth at least 50 gp) Duration: 1 hour You conjure a magical suit of glass armor over your existing armor and apparel for the duration. The glass armor appears in any color and style you choose. If you are wearing heavy armor, you have disadvantage on attack rolls as the bulk of the glass armor on top of the heavy armor limits your range of movement. Until this spell ends, your ac increases by 3 and you have advantage on saving throws against spells and effects that would alter your form. When you cast this spell, the armor has a number of charges equal to your spellcasting ability modifier. Whenever you take cold, fire, lightning, or poison damage, you can use your reaction to expend a charge and reduce that damage to zero. The spell ends early if all charges are expended. If you take thunder damage while wearing this glass armor, you must make a constitution saving throw as if you were concentrating on a spell. On a failed save, this spell ends, as the glass armor shatters from the thunder damage.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Een’s Molten Shard","description":"Conjuration cantrip Casting time: 1 action Range: self Components: v, s Duration: 1 minute You conjure two small, magical shards of molten glass that circle around you. The shards appear in any color and pattern you wish. Until this spell ends, you can use your reaction to command a shard to hinder one melee attack against you. If you do so, that shard flies between you and your attacker and shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 piercing damage. When all shards have shattered, the spell ends. The spell conjures one additional shard when you reach 5th level (three shards), 11th level (four shards), and 17th level (five shards).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Een’s Shredding Aura","description":"3rd-level conjuration Casting time: 1 action Range: self (10-foot radius) Components: v, s Duration: concentration up to 1 minute You conjure glass shards that take on shapes, colors, and styles of your choice. The shards spin in a dazzling display around you to a distance of 10 feet for the duration. A creature in the aura of shards has disadvantage on the first attack roll it makes against you each turn, and when a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a dexterity saving throw, taking 3d6 slashing damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Effervesce Sense","description":"Transmutation cantrip Casting time: 1 action Range: touch Components: v, s Duration: concentration, up to 1 minute You transform one sensory organ of a willing creature you touch. Choose one of the target’s sensory organs (eyes, nose, mouth, ears, or skin). In a blur of magical bubbles that inflate and pop around it, the chosen organ transforms into the corresponding organ of an animal, enhancing the associated sense (sight for eyes, smell for nose, taste for mouth, hearing for ears, and touch for skin). For example, a pair of transformed eyes might become like a chameleon’s or owl’s, while transformed skin might become covered in millions of tiny hairs like those on a spider or the skin of the target’s hand might become exceptionally fleshy like a star-nosed mole’s nose. Once before the spell ends, the target can grant itself advantage on one wisdom (perception) check of its choice using that sense. The spell then ends. At the gm’s discretion, this advantage can be applied to a different ability check related to the chosen sensory organ, such as a rogue gaining advantage on a thieves’ tools check while listening to the tumblers within a lock the rogue is picking. This spell has no effect on a creature with a naturally strong sense, such as a badger’s already-enhanced smell from its keen smell trait (though this spell can be used to enhance the badger’s sight or hearing).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Eidetic Memory","description":"When you cast this spell, you remember everything you've ever read or heard in the past. This grants you a +10 bonus when making Intelligence checks for the duration.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Ritual; Hieroglyph)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Eidetic Memory","description":"When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Eidetic Memory","description":"5th-Level Transmutation (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (a string tied in a knot) Duration: Concentration, up to 1 hour When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.","properties":{"Category":"Spells","Level":5,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"El'tharyn's Evanishing Exchange","description":"1st-level conjuration Casting time: 1 bonus action Range: 30 feet Components: v Duration: instantaneous A brief flash of sparkling, red light surrounds one object you are holding that weighs no more than 5 pounds. The object vanishes and instantly appears in the free hand of one willing creature you can see within range. If the object can be used, such as a potion, the creature can then take the use an object action as a reaction on the object you sent to it. This spell fails if the target doesn’t have at least one free hand to receive the object.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Eldritch Blast","description":"A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","properties":{"Category":"Spells","Name":"Eldritch Blast","Level":0,"Range":"120 feet","Damage":"1d10","School":"Evocation","Target":"A creature within range","Classes":"Warlock","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Force","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.<br />The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eldritch Blast","description":"Evocation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","properties":{"Category":"Spells","Name":"Eldritch Blast","Level":0,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Eldritch Blast","description":"Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage . Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","properties":{"Category":"Spells","School":"Evocation","Name":"Eldritch Blast","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Eldritch Blast","description":"Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","properties":{"Category":"Spells","School":"Evocation","Classes":"Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Inflict Damage, Force Damage","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Eldritch Blast\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Eldritch Blast\\\",\\\"description\\\":\\\"You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. 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Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"1d10","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Eldritch Communion","description":"You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.) Great Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.” This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you. If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.","properties":{"Category":"Spells","Level":5,"School":"Diviniation (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Eldritch Communion","description":"5th-Level Divination (Ritual) Casting Time: 1 minute Range: Self Components: V, S, M (corvid entrails, a dried opium poppy, and a glass dagger) Duration: 1 minute You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.) Great Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.” This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you. If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.","properties":{"Category":"Spells","Level":5,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Eldritch Orb","description":"Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Electric Eels","description":"4th-level evocation Casting time: 1 action Range: 60 feet Components: v, s, m (an eel’s eye) Duration: concentration, up to 1 minute You create two lightning bolts shaped like eels in unoccupied spaces you can see within range that last for the duration or until you cast this spell again. When you cast the spell, you can force each lightning eel to emit a single bolt of lightning at a creature within 5 feet of it. Make one melee spell attack for each eel. On a hit, the target takes lightning damage equal to 2d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move each lightning eel up to 30 feet and repeat the attack against a creature within 5 feet of it. If one lightning eel is within 5 feet of you, you have resistance to lightning damage. If both eels are within 5 feet of you, you have immunity to lightning damage.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Electric Jolt","description":"You discharge built up static in a burst around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage. If you roll a 1 or 2 on a damage die for this spell and you moved at least 10 feet during your turn before casting this spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Electric Surge","description":"You launch a spike of surging electricity toward a target within range. Make a ranged forging attack. The target gains no benefit from cover from this attack. On a hit, the target takes 1d8 lightning damage and loses their cover until the start of their next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Electrify","description":"Electrify 1st-level evocation (ranger, sorcerer, wizard) Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of its next turn. The spell ends after dealing damage, or at the start of your next turn, whichever occurs first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Expansion":27461,"Components":"V, S","Damage Type":"lightning","Casting Time":"1 bonus action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Electrolyze","description":"Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. Make a ranged spell attack against both creatures. On a hit, the target takes 1d6 lightning damage. If you hit both targets with this spell, you instead deal 1d8 lightning damage. This spell’s damage increases by 1d6/1d8 when you reach 5th level (2d6/2d8), 11th level (3d6/3d8), and 17th level (4d6/4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Elemental Bane","description":"4th-Level Transmutation Casting Time : 1 action Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation","Expansion":6,"Components":"V S","Damage Type":"Acid, cold, lightning, or thunder","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Elemental Bane","description":"4th-Level Transmutation Casting Time : 1 action Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S","Damage Type":"acid, cold, fire, lightning, or thunder","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Elemental Curse","description":"6th-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target has vulnerability to your choice of acid, cold, fire, lightning, or thunder damage. If the creature has resistance to the chosen damage type, it instead only loses that resistance. If the target has immunity to the chosen damage type, it is treated as having only resistance to that damage. A remove curse spell ends this curse early.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Elemental Exchange","description":"3rd-level transmutation Casting time: 1 reaction, which you take when a creature you can see uses a feature or casts a spell that requires a saving throw to avoid or reduce acid, cold, fire, lightning, or thunder damage Range: 60 feet Components: s Duration: instantaneous You twist the elemental properties of a spell, breath weapon, or other effect utilizing elemental energies to shift from its current element into another. The creature causing the triggering spell or effect (such as a red dragon’s fire breath, an ankheg’s acid spray, a kraken’s lightning storm, the cone of cold spell, or similar) must succeed on a charisma saving throw or the damage the effect deals changes to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"transmutation","Components":"S","Casting Time":"1 reaction, which you take when a creature you can see uses a feature or casts a spell that requires a saving throw to avoid or reduce acid, cold, fire, lightning, or thunder damage"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Elemental Horns","description":"The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals. Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation (labyrinth)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Elemental Horns","description":"The target of this spell must be a creature with horns or the spell fails. Elemental horns causes the target’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally does. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation (Labyrinth)","Components":"V S M","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Elemental Horns","description":"2nd-Level Evocation Casting Time: 1 action Range: Touch Components: V, S, M (a brass wand) Duration: Concentration, up to 1 minute The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals. Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Elemental Infusion","description":"1st-level transmutation Casting time: 1 bonus action Range: 10 feet Components: v, s Duration: concentration, up to 1 hour You infuse an ally’s weapon with the power of the elements. Choose a weapon worn or carried by a friendly creature within range and choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, that weapon’s damage type changes from its normal type to the chosen type. The spell ends early if the weapon is held by a hostile creature at the start of your turn or if the weapon is not in the possession of a friendly creature for more than 1 minute. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional weapon for each slot level above 1st. All affected weapons are changed to the same damage type.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Elemental Maw","description":"You create a 20-foot-radius sphere of elemental chaos centered on a point you choose within range. The chaos spreads around corners. Its area is heavily obscured. Any movement away from the center while in the area is considered difficult terrain for all movement types. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 2d6 acid damage, 2d6 cold damage, 2d6 fire damage, 2d6 lightning damage, 2d6 poison damage, 2d6 thunder damage, and is pulled 10 feet towards the center of the area on a failed save, or half as much damage and is not pulled on a successful one. If a creature is pulled into, moves into, or ends a turn in the center of the area, it takes damage as if it failed its save as if it entered or started its turn in the area and is teleported 100 feet in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"conjuration","Components":"V, S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Elemental Ruination","description":"7th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Elemental Spike","description":"2nd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose. Air. The target takes 4d8 thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet. Earth. The target takes 4d8 force damage and is knocked prone. Fire. The target takes 4d8 fire damage, or half as much if you missed with the attack. Water. The target takes 4d8 cold damage, and its speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane, instead of increasing the spell’s damage by 1d8 for each slot level above 2nd. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th- or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the effects of all four planes.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Elemental Twist","description":"During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.","properties":{"Category":"Spells","Level":2,"School":"Evocation (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Elemental Twist","description":"2nd-Level Evocation Casting Time: 1 action Range: Self Components: V, S, M (a thin piece of copper twisted around itself) Duration: Concentration, up to 1 minute During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Elemental Vortex","description":"A 40-foot-radius swirling vortex of shifting elemental energies appears at a point you can see within range. Each creature within the area must make a Dexterity saving throw. Roll 1d6 and consult the table below to determine the damage type dealt to that creature. The creature takes 10d6 damage of that type on a failed save, or half as much on a successful one. You roll separately for the damage type for each creature. In addition, a creature that fails its save must then succeed on a Strength saving throw versus your esper save DC or be restrained until the end of their next turn. d6 Damage Type 1 acid 2 cold 3 fire 4 lightning 5 poison 6 thunder","properties":{"Category":"Spells","Save":"Strength","Level":7,"School":"Elemental","Expansion":27051,"Damage Type":"Special","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Elemental Weapon","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.","properties":{"Category":"Spells","Name":"Elemental Weapon","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Elemental Weapon","description":"Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid , Cold , Fire , Lightning , or Thunder . For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.","properties":{"Category":"Spells","School":"Transmutation","Name":"Elemental Weapon","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Elementalism","description":"Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube . Doors and shutters being held open by someone or something aren’t affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube . You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube . Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature ) for 1 hour.","properties":{"Category":"Spells","School":"Transmutation","Name":"Elementalism","Level":0,"Casting Time":"Action","Components":"V S","data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Elevated Sight","description":"1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location. The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor’s height, but only to a maximum of 120 feet above you. While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Elf Shot","description":"You pretend to shoot an arrow with a tiny bow. Make a ranged spell attack against a creature within range. On a hit, the target creature stumbles (is pushed) 5 feet in a random direction (roll a d8 and assign a direction to each die face), and its speed is 0 until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Elf Shot","description":"1st-level enchantment Casting time: 1 action Range: 60 feet Components: v, m (a pixie arrow) Duration: concentration, up to 1 minute You pretend to shoot an arrow with a tiny bow. Make a ranged spell attack against a creature within range. On a hit, the target creature stumbles (is pushed) 5 feet in a random direction (roll a d8 and assign a direction to each die face), and its speed is 0 until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Elite Construct","description":"You call upon your resources to forge an elite mechanical protector. This construct has the statistics of a reisa war-bot (The GM has game statistics for this construct). On each of your turns, you can use a bonus action to mentally command the construct if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular area. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which its power core ceases to function and its parts deteriorate into scrap. To maintain the creature for another 24 hours, you must activate this power on the creature again before the current 24-hour period ends. This use of the technique in this way fully recharges the construct you created rather than creating a new one.","properties":{"Category":"Spells","Level":8,"School":"Technique","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Emanation of Yoth","description":"4th-Level Necromancy (Ritual) Casting Time: 1 minute Range: 90 feet Components: V, S, M (a fistful of grave earth and a vial of child’s blood) Duration: Concentration, up to 1 hour You call forth a ghost that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 Hit Points or when the spell ends. The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions. You are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.","properties":{"Category":"Spells","Level":4,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Emanation Of Yoth","description":"You call forth a ghost that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends. The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions. You are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Emboldening March","description":"2nd-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play a lively march that emboldens your companions. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action. When a creature within 30 feet who can hear you makes a weapon attack, you can expend a spell-song point to roll 1d6 and add the result to the attack roll. You must choose to do this after the roll is made but before the DM declares whether the attack is successful or not. When a creature within 30 feet who can hear you deals damage with a weapon attack, you can expend a spell-song point to cause the attack to deal an additional 1d6 damage. When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to embolden them. The creature gains 1d6 temporary hit points. Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Embrace Destiny","description":"1st-level divination Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You look into the future and see a murky vision of things to come. When you cast this spell, roll a d20 and record the number rolled. Before the spell ends, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost. You lose any foretold roll you have when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll and record an additional d20 for each slot level above 1st. When you replace a roll, you can use any of the foretold rolls you have recorded and lose only the one you use.","properties":{"Category":"Spells","Level":1,"School":"divination","Expansion":20542,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Embrace of the Earth Dragon","description":"Tier 3 earth au gmentation Casting Time: 1 action Base Favor Cost: 1 Range: 10 feet Components (Required): V, S Resonances: It is springtime (1 bonus favor), you are outdoors in rocky terrain (1 bonus favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor) Duration: 1 minute Effects: You imbue the body of a willing creature in range with the ability to stick to earthen surfaces, allowing that creature to traverse even vertical surfaces made of earth or stone for the duration of the invocation. That creature can move up, down, or across these surfaces, and gains a climbing speed equal to its walking speed. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You attune the creature to the rumblings of earth spirits, granting it tremorsense (30 feet). 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: You ask spirits of earth to open a path for the creature. It gains a burrow speed equal to half its walking speed. 1+ favor: Choose one additional target within range per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 3 favor: You reinforce the body of the creature you augment with the durability of stone. It gains resistance against Acid, Bludgeoning, Cold, Piercing, Poison, and Slashing damage.","properties":{"Category":"Spells","Level":3,"School":"earth augmentation","Components":"V, S","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Emerald Eyes","description":"You attempt to convince a creature to enter a paranoid, murderous rage. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be convinced those around it intend to steal anything and everything it possesses, from its position of employment, to the affections of its loved ones, to its monetary wealth and possessions, no matter how trusted those nearby might be or how ludicrous such a theft might seem. While affected by this spell, the target must use its action to attack the nearest creature other than itself or you. If the target starts its turn with no other creature near enough to move to and attack, the target can make another Wisdom saving throw. On a success, the target’s head clears momentarily and it can act freely that turn. If the target starts its turn a second time with no other creature near enough to move to and attack, it can make another Wisdom saving throw. On a success, the spell ends on the target. Each time the target takes damage, it can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Emerald Goblet","description":"You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day. The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Emergency Camp","description":"A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The effect ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The power fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you use this power can move through it freely. All other creatures and objects are barred from passing through it. Esper powers or innate esper abilities can’t extend through the dome or be activated through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the effect ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.","properties":{"Category":"Spells","Level":3,"School":"Kinesis","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Emergency Phylactery","description":"Using the remaining life essence in a fallen ally, you can put a temporary stopper on their death, doing this causes the body to immediately die and their soul to move with their blood as you draw out and harden it in to the shape of a small glass bottle. This Blood glass appears to have wispy white glints flow within. Doing this, allows the caster to take the essence for later revival with an appropriate spell, or to allow the ally to attempt to possess another creature, with that of their fallen comrade. As an action, if you have a Phylactery with an ally’s soul, you can channel their life essence towards a creature within 100 ft of you that you can see, allowing them to attempt possession. creatures warded by a protection from evil and good or magic circle spell can't be possessed While the ally’s soul inhabits the phylactery, they are aware of their surroundings as if they were in the phylactery's space. They can't move or use reactions. The only action they can take is to project voice into the mind of the caster. The caster can also be heard by the ally inhabiting the phylactery. When the ally attempts to possess a creature, the target for possession must make a Charisma saving throw vs the casters spall save DC; as this is aided by the caster, they do so with disadvantage. On a failure, the allies soul moves into the target's body, and the target's soul becomes trapped in the phylactery. On a success, the target resists the efforts to possess it, and possession can’t be attempted again for 24 hours. Once the ally possesses a creature's body, they control it. Their game statistics are replaced by the statistics of the creature, though they retain their alignment and their Intelligence, Wisdom, and Charisma scores. They retain the benefit of their own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, the ally can use their action to return from the host body to the phylactery if it is within 100 feet of them, returning the host creature's soul to its body. If the host body dies while the ally is possessing it, the creatures soul dies, and the ally must make a Charisma saving throw against the casters spell save DC. On a success, the ally returns to the phylactery if it is within 100 feet of them. Otherwise, they die. If the container is destroyed then the ally dies. If another creature's soul is in the container when it is destroyed, that creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. This spell can only be used on a creature that died no longer that one hour before casting. When the spell ends, the container is destroyed. This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Components":"V, S","Casting Time":"1 Minute","data-RangeAoe":"Touch"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Emergency Ration","description":"You create a pack of 10 emergency ration bars. A creature can use its action to eat one bar. Eating a ration bar restores 1 hit point, and the ration provides enough nourishment to sustain a creature for 24 hours. The bars lose their potency and disintegrate if they have not been consumed within 24 hours of the activation of this power.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Emotional Gamut","description":"1st-level enchantment Casting time: 1 action Range: 30 feet Components: v, s, m (a child’s blanket) Duration: concentration, up to 1 minute You force a creature you can see within range to experience a rush of emotions and powerful memories from its life. The target must succeed on a wisdom saving throw or become overwhelmed with emotions as it recalls emotionally charged events from its life for the duration. While overwhelmed with emotions, the target’s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on its turn. A target automatically succeeds on this saving throw if it can’t be charmed. At the end of each of its turns, the target can make another wisdom saving throw. On a failure, the target takes 1d4 psychic damage. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Enchant Ring","description":"You enchant a ring that isn’t being worn or carried. The next creature who willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or your ally. If the creature dons the ring while directly threatened by you or your ally, the spell fails. The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize its feeling toward you changed (potentially vastly) in a short time. How the creature reacts and regards you in the future is up to the GM.","properties":{"Category":"Spells","Level":6,"School":"Enchantment (Ring)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Enchant Ring","description":"You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails. The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.","properties":{"Category":"Spells","Level":6,"School":"Enchantment (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Enchant Ring","description":"6th-Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (500 gp worth of diamond dust, which the spell consumes) Duration: Permanent until discharged You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails. The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Enchanted Bloom","description":"You spend an hour anointing a rose with scented oils and imbuing it with fey magic. The first creature other than you that touches the rose before the spell ends pricks itself on the thorns and must make a Charisma saving throw. On a failed save, the creature falls into a deep slumber for 24 hours, and it can be awoken only by the greater restoration spell or similar magic or if you choose to end the spell as an action. While slumbering, the creature doesn’t need to eat or drink, and it doesn’t age. Each time the creature takes damage, it makes a new Charisma saving throw. On a success, the spell ends on the creature. At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration of the slumber increases to 7 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year with a 9th-level spell slot.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Expansion":16832,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Encode Thoughts","description":"Enchantment Cantrip Casting Time : 1 action Rang e: Self Components: S Duration : Up to 8 hours Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)","properties":{"Category":"Spells","Name":"Encode Thoughts","Level":0,"School":"Enchantment","Components":"S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Encroaching Shadows","description":"You cause menacing shadows to invade an area 200 feet on a side and 50 feet high. Illumination in the area drops one step (from bright light to dim, from dim light to darkness). Any spell that creates light in the area that's cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and spells that create light don't function in the area if they are of a lower spell slot level. Nonmagical effects can't increase the level of illumination in the affected area. Spells with “shadow” in their names and spells that create darkness or shadow take effect in the area as if a one-level-higher spell slot was used casting them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th. Ritual Focus. If you expend your ritual focus, the spell's duration increases by 12 hours and it cannot be dispelled by spells that create light, even if they are cast with a higher-level spell slot.","properties":{"Category":"Spells","Level":6,"School":"Illusion/Illumination (Ritual; High Elven)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Encroaching Shadows","description":"You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area. A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th. Ritual Focus. If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.","properties":{"Category":"Spells","Level":6,"School":"Illusion (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"150 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Encroaching Shadows","description":"6th-level illusion (ritual) Casting time: 1 hour Range: 150 feet Components: v, s, m (a drop of blood smeared on a silver rod worth at least 100 gp) Duration: 12 hours You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area. A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used. Ritual focus. If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.","properties":{"Category":"Spells","Level":6,"School":"illusion (ritual)","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Encrypt Decrypt","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":25360,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Encrypt / Decrypt","description":"","properties":{"Category":"Spells","Level":0,"School":"Alteration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Encrypt Decrypt","description":"By touching a written message or book, you can hide its contents. All creatures who try to read it see the page markings as nothing but gibberish. The effect ends when encrypt/decrypt is cast on the material again or when dispel magic is cast on the affected script.","properties":{"Category":"Spells","Level":0,"School":"Alteration (Hieroglyph)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Encrypt Decrypt","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.","properties":{"Category":"Spells","Expansion":25360,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Encrypt Decrypt.","description":"","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":25360,"Components":"V,S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Encrypt/Decrypt","description":"","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Encyclopedia","description":"8th-level divination Casting Time: 1 action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make an Intelligence check, you can replace the number you roll with a 15. Additionally, you can use an action to observe your surroundings, becoming magically aware of the presence and location of each secret door and trap within 30 feet of you that is within your line of sight.","properties":{"Category":"Spells","Level":8,"School":"divination","Components":"V","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Endoleech","description":"You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet . At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"biomancy* (*can be replaced with evocation)","Expansion":23695,"Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Endow Attribute","description":"You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour. The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic. At Higher Levels. If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9thlevel spell slot, the duration is 24 hours.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Endow Attribute","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a ring worth at least 200 gp, which the spell consumes) Duration: Concentration, up to 1 hour You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour. The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic. At Higher Levels. If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‑level spell slot, the duration is 24 hours.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Endure","description":"Choose a willing creature you can see within range; it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies. When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion . If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level) or 1 day (9th level).","properties":{"Category":"Spells","Level":5,"School":"necromancy","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Endure","description":"Endure 5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a gem-encrusted cockroach worth 250 gp, which the spell consumes) Duration: 1 minute Class: Cleric, Druid, Paladin, Ranger, Tamer, Warlock Choose a willing creature you can see within range; it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies. When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion . If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level) or 1 day (9th level).","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Enduring Design","description":"You fine-tune the operative functions of an automaton, construct, or vehicle you touch. The target becomes immune to mundane weather effects that would cause damage or corrosion. In addition, the target can move normally through difficult terrain and cannot be stunned or incapacitated. Any creature or vehicle under the effects of this power regains the maximum number of hit points, hull points, or SI during a short rest or patch repair.","properties":{"Category":"Spells","Level":7,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Enemies Abound","description":"3rd-Level Enchantment Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.","properties":{"Category":"Spells","Level":3,"School":"Enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Energy Absorption","description":"A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends. If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Energy Absorption","description":"For the duration, a creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage. If the spell is used against an unwilling creature, you must make a melee spell attack with a range of 5 feet. If it hits, then for the duration of the spell, the affected creature must make a saving throw with its spellcasting ability whenever it casts a spell that causes one of the listed damage types. If the saving throw fails, the spell fails and its slot is wasted; if the saving throw succeeds, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, etc.","properties":{"Category":"Spells","Save":"Spellcasting Ability","Level":5,"School":"Abjuration (Ley Line)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Energy Absorption","description":"5th-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends. If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Energy Eyes","description":"3rd-Order Resopathy Power Manifestation Time : 1 action Range : 120 feet Duration: Instantaneous Creature s: Goxomoc You beam elemental energy from your eyes at a creature you can see within range. The target must make a Dexterity saving throw, taking 5d10 damage on a failed save, or half as much damage on a successful one. Choose the damage type from the following list: cold, fire, lightning, or radiant. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Resopathy","Damage Type":"Choose the damage type from the following list: cold, fire, lightning, or radiant","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Energy Foreknowledge","description":"When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.","properties":{"Category":"Spells","Level":4,"School":"Divination","Components":"V, S","Casting Time":"1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Energy Foreknowledge","description":"4th-level divination (bard, cleric, druid, sorcerer, wizard) Casting Time : 1 reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage Range : Self Components : V, S Duration : Instantaneous When you cast energy foreknowledge, you gain resistance to every type of energy listed above that’s inflicted by the spell hitting you. This resistance lasts until the end of your next turn. At Higher Levels : When energy foreknowledge is cast with a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.","properties":{"Category":"Spells","Level":4,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Energy Foreknowledge","description":"4th-Level Divination Casting Time: 1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage Range: Self Components: V, S Duration: Instantaneous When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Energy Sink","description":"You create a breach into a cosmic region bristling with antimatter and dark energy. The breach is a swirling 20-foot radius sphere, centered on a point with range and lasting for the duration. Light does not penetrate the area, and creatures fully within the area are blinded. All electronic communication and detection devices cease to function in the area. The area within the breach counts as difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that leaves the area during its turn must succeed on a Constitution saving throw or take 2d6 necrotic damage, as they experience a ripple effect from the spatial void.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Metaphase","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Energy Strobe","description":"You hurl a strobe of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of strobe you create, and then make a ranged spell Attack against the target. If the attack hits, the creature takes 1d6 damage of the type you chose. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Energy Susceptibility","description":"Choose one damage type from acid, cold, fire, lightning, and poison. The target must succeed on a Constitution saving throw or be affected by this power for the duration. At the start of each turn, when the affected target first takes damage of the chosen type, the target takes an additional 2d6 damage of that type. In addition, the target also loses resistance (if any) to that damage type until the technique’s effect ends. At Higher Ranks. When you use this power at rank 5 or higher, you can target one additional creature for each rank above 4. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Enervation","description":"5th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Necromancy","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Enfeebling Dirge","description":"2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play a grim dirge that causes your enemies to perseverate on their mortality. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action. When a creature within 30 feet who can hear you takes damage, you can expend a spell-song point to cause the creature to take 1d6 necrotic damage. When you do, it can’t regain hit points until the end of its next turn. When a creature within 30 feet who can hear you regains hit points, you can expend a spell-song point to roll 1d12 and subtract that from the hit points regained (to a minimum of 0 hit points regained). If this brings the total hit points regained to 0, the creature is frightened of you until the end of its next turn. Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enhance Ability","description":"You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends. Bear's Endurance: The target has advantage on Constitution checks . It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength: The target has advantage on Strength checks , and his or her carrying capacity doubles. Cat's Grace: The target has advantage on Dexterity checks . It also doesn't take damage from falling 20 feet or less if it isn't incapacitated . Eagle's Splendor: The target has advantage on Charisma checks . Fox's Cunning: The target has advantage on Intelligence checks . Owl's Wisdom: The target has advantage on Wisdom checks . At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Enhance Ability","Level":2,"Range":"Touch","School":"Transmutation","Target":"A creature","Classes":"Artificer, Bard, Cleric, Druid, Sorcerer","Duration":"Up to 1 hour","Material":"Fur or a feather from a beast","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Enhance Ability","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (fur or a feather from a beast) Duration : Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Enhance Ability","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Enhance Ability","description":"Level 2 Transmutation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You touch a creature and choose Strength , Dexterity , Intelligence , Wisdom , or Charisma . For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target .","properties":{"Category":"Spells","School":"Transmutation","Name":"Enhance Ability","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Enhance Ability","description":"Level 2 Transmutation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Enhance Ability\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Enhance Ability\\\",\\\"description\\\":\\\"You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"fur or a feather\\\"}}\"},{\"name\":\"Enhance Ability Condition Strength\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Strength\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Strength\",\"parent\":\"Enhance Ability Condition Strength\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Strength\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Strength ability checks.\\\"}\"},{\"name\":\"Enhance Ability Condition Dexterity\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Dexterity\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Dexterity\",\"parent\":\"Enhance Ability Condition Dexterity\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Dexterity\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Dexterity ability checks.\\\"}\"},{\"name\":\"Enhance Ability Condition Constitution\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Constitution\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Constitution\",\"parent\":\"Enhance Ability Condition Constitution\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Constitution\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Constitution ability checks.\\\"}\"},{\"name\":\"Enhance Ability Condition Intelligence\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Intelligence\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Intelligence\",\"parent\":\"Enhance Ability Condition Intelligence\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Intelligence\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Intelligence ability checks.\\\"}\"},{\"name\":\"Enhance Ability Condition Wisdom\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Wisdom\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Wisdom\",\"parent\":\"Enhance Ability Condition Wisdom\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Wisdom\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Wisdom ability checks.\\\"}\"},{\"name\":\"Enhance Ability Condition Charisma\",\"parent\":\"Enhance Ability\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enhance Ability - Charisma\\\",\\\"description\\\":\\\"For the duration, the target has Advantage on ability checks using the chosen ability.\\\"}\"},{\"name\":\"Enhance Ability Advantage Charisma\",\"parent\":\"Enhance Ability Condition Charisma\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\"],\\\"bonusName\\\":[\\\"Charisma\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Charisma ability checks.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Enhance Ability","data-description":"You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S M","Material":"fur or a feather","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Enhance Familiar","description":"You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell. If your familiar drops to 0 hit points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration is 1 hour and does not require concentration. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Enhance Familiar","description":"2nd-Level Transmutation (Ritual ) Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 hour You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish ( quipper ), which has the statistics of a reef shark . Your familiar retains all its special abilities as described in the find familiar spell. If your familiar drops to 0 Hit Points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration is 1 hour and does not require concentration. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Enhance Greed","description":"You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination (Dragon)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Enhance Greed","description":"You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Enhance Greed","description":"2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Enhance Weapon","description":"You touch a mundane weapon, charging it with energy from your rig. Until the effect ends, that weapon becomes a forge enhanced weapon with a +1 bonus to attack rolls and damage rolls. At Higher Ranks. When you use this power at rank 4 or higher, the bonus increases to +2. When you use this power at rank 6 or higher, the bonus increases to +3.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Enigmatic Incarnation","description":"You transform a hostile creature’s magic from lingering spells into a creature. Choose one creature, object, or magical effect within range that is under the effects of a spell. You choose a single spell that was cast by a creature that is not your ally on the target. Make an ability check using your spellcasting ability. The DC equals 10 + the chosen spell’s level. On a successful check, the spell ends. The spell ended this way is transformed into a creature. The new form of the creature can be any beast whose challenge rating is equal to or less than the selected spell’s level among the spells that ended. The beast created by this spell disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Enlarge Reduce","description":"You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).","properties":{"Category":"Spells","Save":"Constitution","Level":2,"Range":"30 ft","School":"Transmutation","Source":"5th Edition SRD","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A pinch iron powder","data-List":"false","Components":"V S M","Casting Time":"1 action","Save Success":"The spell has no effect","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.<br /><br />If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.<br /><br />Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.<br /><br />Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).","data-RangeAoe":"30 ft"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Enlarge Reduce","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a pinch of powdered iron) Duration : Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).","properties":{"Category":"Spells","Name":"Enlarge/Reduce","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Enlarge Reduce","description":"Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature , it can make a Constitution saving throw . On a successful save , the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target . Enlarge. The target’s size increases by one category—from Medium to Large , for example. The target also has Advantage on Strength checks and Strength saving throws . The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small , for example. The target also has Disadvantage on Strength checks and Strength saving throws . The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).","properties":{"Category":"Spells","School":"Transmutation","Expansion":32231,"Name":"Enlarge Reduce","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Enlarge Reduce","description":"Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Debuff","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Enlarge Reduce\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Enlarge/Reduce\\\",\\\"description\\\":\\\"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\\\\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\\\\nEnlarge. The target's size increases by one category-from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\\\\nReduce. The target's size decreases by one category-from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of powdered iron\\\"}}\"},{\"name\":\"Enlarge Reduce Unwilling Target Attack\",\"parent\":\"Enlarge Reduce\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Enlarge Reduce Unwilling Target\\\",\\\"description\\\":\\\"If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onSucceed\\\":\\\"Has no effect.\\\"}}\"},{\"name\":\"Enlarged Condition\",\"parent\":\"Enlarge Reduce\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Enlarged Condition\\\",\\\"description\\\":\\\"The target's size increases by one category-from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\\\"}\"},{\"name\":\"Enlarged Strength Advantage\",\"parent\":\"Enlarged Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\",\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Strength\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Strength checks and Strength saving throws.\\\"}\"},{\"name\":\"Enlarged Extra Damage Effect\",\"parent\":\"Enlarged Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Enlarged Extra Damage\\\",\\\"description\\\":\\\"The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d4\\\"}\"},{\"name\":\"Reduced Condition\",\"parent\":\"Enlarge Reduce\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Reduced Condition\\\",\\\"description\\\":\\\"The target's size decreases by one category-from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).\\\"}\"},{\"name\":\"Reduced Strength Disadvantage\",\"parent\":\"Reduced Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\",\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Strength\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Disadvantage on Strength checks and Strength saving throws.\\\"}\"},{\"name\":\"Reduced Less Damage Effect\",\"parent\":\"Reduced Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Reduced - Less Damage\\\",\\\"description\\\":\\\"The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"-1d4\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Enlarge Reduce","data-description":"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\nEnlarge. The target's size increases by one category-from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\nReduce. The target's size decreases by one category-from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a pinch of powdered iron","data-CastNum":2,"data-RangeNum":30,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Enrage","description":"You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw ; a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration. While enraged, a target becomes hostile towards all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell. As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature’s reach. If the enraged creature was friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success. An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Enrage","description":"Enrage 3rd-level enchantment Casting Time: 1 action Range: 120 feet (20-foot-radius sphere) Components: V, S, M (a red handkerchief) Duration: Concentration, up to 1 minute Class: Bard, Sorcerer, Warlock You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw ; a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration. While enraged, a target becomes hostile towards all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell. As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature’s reach. If the enraged creature was friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success. An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ensanguinate","description":"You cause a creature’s body to become engorged with blood or ichor. You target one creature that you can see within range. The target must make a Constitution saving throw. If it succeeds, it takes 2d6 bludgeoning damage and the spell ends. If it fails, the creature takes 4d6 bludgeoning damage and its hit point maximum is reduced by an amount equal to the damage taken. In addition, the creature is incapacitated and cannot breathe as it vomits up torrents of blood or ichor. An affected creature repeats the saving throw at the start of its turn. On a success, the spell ends; on a failure, the creature takes another 4d6 bludgeoning damage, its hit point maximum is reduced by the amount of damage taken, and it remains incapacitated and unable to breathe. The reduction in the creature’s hit point maximum lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one additional creature can be targeted for each spell slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy (Rothenian)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Enshroud","description":"5th-level conjuration Casting time: 1 minute Range: self (500-foot radius) Components: v, s, m (a gilded lantern worth at least 100 gp) Duration: concentration, up to 1 hour You create a massive blanket of heavy fog that covers the area within 500 feet of you for the duration. The fog spreads around corners, and its area is lightly obscured. After you create it, the fog drifts along like a normal bank of fog and doesn’t remain centered on you. When you cast the spell, you can designate any number of creatures to be unaffected by it. A creature in the fog or a creature looking into the fog from the outside can’t see more than 60 feet in the fog. A strong wind (at least 20 miles per hour) disperses the fog after 1 minute.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Enshrouding Miasma","description":"6th-level lair magic (conjuration) Casting Time: 1 week (7 days) Radius: 1 mile Components: V, S, M (vials of poison and toxins worth at least 3000 gold pieces, which the spell consumes) Duration: 1 year This spell fills the environment with a virulent miasma, slowly killing everything within it. Plants wither and die quickly, and animals flee the area if able. A creature that breathes while in the miasma must make a Constitution saving throw or be poisoned. Any creature not immune to necrotic damage that finishes a long rest in the miasma has its maximum hit points reduced by 2d10 until it ends a long rest outside the miasma. If this would reduce a creature's maximum hit points to 0, that creature’s flesh disintegrates, leaving only its bones and possessions behind.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 week (7 days)","data-RangeAoe":"1 mile"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ensnaring Strike","description":"1st-Level Conjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thor⁠ny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature rest⁠rained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Ensnaring Strike","Level":1,"School":"Conjuration","Expansion":5,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ensnaring Strike","description":"Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon Range: Self Components: V Duration: Concentration, up to 1 minute As you hit the target , grasping vines appear on it, and it makes a Strength saving throw . A Large or larger creature has Advantage on this save . On a failed save , the target has the Restrained condition until the spell ends. On a successful save , the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Name":"Ensnaring Strike","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Strength","Damage Type":"Piercing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ensnaring Strike","description":"Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon Range: Self Components: V Duration: Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Strength Save, Restrained, Piercing Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Ensnaring Strike\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Ensnaring Strike\\\",\\\"description\\\":\\\"Bonus Action, which you take immediately after hitting a creature with a weapon. As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\\\\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Ensnaring Strike Attack\",\"parent\":\"Ensnaring Strike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Ensnaring Strike\\\",\\\"description\\\":\\\"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Target has the Restrained condition until the spell ends.\\\",\\\"onSucceed\\\":\\\"Spell ends.\\\"},\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Ensnaring Strike Restrained Condition\",\"parent\":\"Ensnaring Strike\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Ensnaring Strike - Restrained\\\",\\\"description\\\":\\\"While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.\\\"}\"},{\"name\":\"Ensnaring Strike Restrained Attack\",\"parent\":\"Ensnaring Strike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Ensnaring Strike - Restrained\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.\\\",\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Ensnaring Strike Restrained Damage\",\"parent\":\"Ensnaring Strike Restrained Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceCount\\\":1,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Ensnaring Strike Restrained Damage Upcast\",\"parent\":\"Ensnaring Strike Restrained Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Ensnaring Strike","data-description":"Bonus Action, which you take immediately after hitting a creature with a weapon. As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.","Level":1,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","Save":"Strength","Damage":"1d6","Damage Type":"Piercing"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Entangle","description":"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain . A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.","properties":{"Category":"Spells","Name":"Entangle","Level":1,"Range":"90 feet","School":"Conjuration","Target":"A point within range","Classes":"Druid","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":3,"data-description":"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.<br />A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.<br />When the spell ends, the conjured plants wilt away.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Entangle","description":"1st-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S Duration : Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.","properties":{"Category":"Spells","Name":"Entangle","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Entangle","description":"Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain . They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","properties":{"Category":"Spells","School":"Conjuration","Name":"Entangle","Level":1,"Casting Time":"Action","Components":"V S","Save":"Strength","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Entangle","description":"Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Strength Save, Restrained","Spell Attack":"None","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Entangle\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Entangle\\\",\\\"description\\\":\\\"Grasping plants sprout from the ground in a 20-foot Square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\\\\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Entangle Attack\",\"parent\":\"Entangle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Entangle\\\",\\\"description\\\":\\\"Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Target has the Restrained condition until the spell ends.\\\",\\\"onSucceed\\\":\\\"Frees itself from the grasping plants and is no longer Restrained by them.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"20 foot\\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Entangle","data-description":"Grasping plants sprout from the ground in a 20-foot Square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S","data-CastNum":2,"data-RangeNum":90,"Save":"Strength","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Enter the Infinite","description":"You draw upon yourself to create a nexus of ideas beyond yourself. Upon casting this spell, you expend all of your hit dice. You can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than the number of hit dice you expended as a cost of this spell, and none of the slots can be 9th level.","properties":{"Category":"Spells","Level":9,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Enthrall","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisd⁠om (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.","properties":{"Category":"Spells","Name":"Enthrall","Level":2,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Enthrall","description":"You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.","properties":{"Category":"Spells","Name":"Enthrall","Level":2,"Range":"60 feet","School":"Enchantment","Target":"Creatures of your choice that you can see within range and that can hear you","Classes":"Bard, Warlock","Duration":"1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":4,"data-description":"You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Enthrall","description":"You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer hear you. The effect ends if you are incapacitated or can no longer speak.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Enthrall","description":"Level 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw . Any creature you or your companions are fighting automatically succeeds on this save . On a failed save , a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.","properties":{"Category":"Spells","School":"Enchantment","Name":"Enthrall","Level":2,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Enthrall","description":"Level 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Enthrall\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Enthrall\\\",\\\"description\\\":\\\"You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Enthrall Attack\",\"parent\":\"Enthrall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Enthrall\\\",\\\"description\\\":\\\"Any creature you or your companions are fighting automatically succeeds on this save.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Enthrall","data-description":"You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Entomb","description":"You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation (Elemental)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Entomb","description":"You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Entomb","description":"6th-Level Transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a chip of granite) Duration: 8 hours You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Entomb In Ice","description":"You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of the trapped creature’s turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Entropic Damage Field","description":"By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can't be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell's effect on that creature. Creatures that approach to within 60 feet of you after the spell was cast are affected.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Transmutation (Chaos)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Entropic Damage Field","description":"By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Entropic Damage Field","description":"3rd-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver wire) Duration: Concentration, up to 1 minute By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Entrust the Beast","description":"4th-level enchantment Casting Time: 1 action Range: 120 feet Components: V Duration: 24 hours You choose a beast that you can see within range. The beast must be able to hear you and it must be of CR 1 or lower. The beast must succeed on an Intelligence saving throw or become charmed by you. While charmed in this way, and you can order the beast to become a guardian of a specific site or a creature other than you. The beast doesn't stray from the designated area except to acquire food or it follows the creature it is guarding to the best of its ability. While guarding, the beast attacks any intruder or hostile creature except you. The beast doesn't gain any special abilities nor does it lose the need to eat or sleep.","properties":{"Category":"Spells","Level":4,"School":"Enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Enumerate","description":"You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (“How many coins in this chest?”) or specific (“How many silver coins in this chest?”) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).","properties":{"Category":"Spells","Level":0,"School":"Divination","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Enumerate","description":"Divination Cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (“How many coins in this chest?”) or specific (“How many silver coins in this chest?”) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Envenom","description":"Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spell's duration. While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed saving throw. On a success, the spell ends on that target. A Lesser Restoration spell cast on the target ends this spell early. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"60 feet "},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Ephemerate","description":"You displace a single creature other than yourself that you can see that is targeted with or effected by a spell or attack within range so that it is magically pulled out of harm’s way. Until the after the triggering spell or attack, the targeted creature is removed from the plane of existence it is on and placed in a temporary pocket existence. If it was targeted by an attack or spell, the creature that targeted it must choose a new target or lose the attack or spell. If the targeted creature was in an area effect, it is not considered to be in the area. The targeted creature returns to the plane of existence it was on immediately after the spell or attack is completed.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Epidemic","description":"9th-level necromancy Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 8 hours You become an incubator for a magical disease. Choose a disease of your choice from any of the ones described below. At the DM’s option, you may choose an alternative disease effect, but it should be no more powerful than those described below. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don’t begin to manifest until the spell ends. When you cast this spell, you can designate any number of creatures within 30 feet of you. For 24 hours, those creatures are immune to the chosen disease and can’t become infected by it. As an action, you can choose to end the spell early. Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it’s within 30 feet of you. On a failed save, the creature suffers the disease’s effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it’s cured of the disease, extending the disease’s effects for another 24 hours and gaining a level of exhaustion each time it fails. If a creature succeeds on its saving throw, it is cured of the disease. While it suffers the disease, a creature gains no benefits from taking long rests, other than preventing itself from suffering further levels of exhaustion due to lack of sleep. Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal. A heal or power word heal cast on an affected creature instantly cures them of the disease. A creature can also cast greater restoration on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success.","properties":{"Category":"Spells","Level":9,"School":"necromancy","Expansion":20542,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Erase","description":"You remove writing from a single scroll, one page of paper, a sheet of parchment, or a similar surface that you can see within range that is no larger than a 2-foot-square area. This spell can also automatically remove a glyph of warding or a glyph created by the symbol spell. If the glyph was created using a spell slot of 4th level or higher, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the glyph is erased.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Ersch’s Suffocating Symbol-Crypt","description":"8th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a scroll scribed with arcane code) Duration: Concentration, up to 1 minute You conjure a barrier of pure force covered in swirling arcane symbols around your foe and siphon the oxygen from their lungs, trapping them in an encrypted, phrase-locked tomb. Choose one creature that you can see within range. That creature must make a Dexterity saving throw or be trapped in a box of pure force and immediately begin to suffocate as though it had run out of air (see player’s book page 183). Nothing can pass through the barrier, though it is mostly translucent. As an action, any creature within 10 feet of the prison can attempt an Intelligence check against your spell save DC to learn the passphrase necessary to dispel the barrier. On a success, they can speak the phrase and cause the spell to end. When the spell ends, the barrier disappears and the target creature's breath returns. The spell also ends early if the target dies. A creature that does not need to breathe can still be affected by this spell, though it does not suffocate. Ability checks made to dispel the barrier (but not to counter the spell) have disadvantage.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Erupting Earth","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a piece of obsidian) Duration : Instantaneous Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Transmutation","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Erupting Earth","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a piece of obsidian) Duration : Instantaneous Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Erupting Lightning","description":"Erupting Lightning 6th-level evocation (druid, sorcerer, wizard) Casting Time: 1 action Range: 120 feet Components: V, S, M (the vertebrae of a Lightning Vessel barbarian) Duration: Instantaneous You slam the ground with the palm of your hand, causing pillars of lightning to erupt from the ground beneath your foes. The area of lightning consists of up to seven 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 lightning damage and falls prone on a failed save, or half as much damage and doesn’t fall prone on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can generate two additional 5-foot cubes of lightning for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Eruption","description":"You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn. Round 2. Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms. Round 3. Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone. Round 4. The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-foot-radius sphere centered on the cinder cone. Round 5. The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage. Rounds 6–10. The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5. When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Eruption","description":"6th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute Magma bursts from the ground in a 20-foot radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the radius must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The ground in the area is considered difficult terrain for the duration. Each round you maintain concentration on this spell, the eruption produces additional effects on your turn. Round 2. Clumps of dirt and rock dislodged by the explosion fall from the sky. The area in the cylinder becomes lightly obscured. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and becomes restrained until the spell ends. On a successful save, it takes half as much damage and isn’t restrained. A creature restrained this way can make a Strength saving throw as an action on its turn, freeing itself on a successful save. Round 3-5. Poisonous volcanic gas floods the area. The area in the cylinder becomes heavily obscured. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and 1d6 poison damage, and is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned. If a creature enters the area for the first time in a turn while the gas persists, it becomes subject to the effect. A creature poisoned this way makes a Constitution saving throw at the end of each of its turns, ending the condition on a successful save. Round 6-10. The same as Round 3-5 , but the targets make their initial Constitution saving throw against the effect each round with advantage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder each increase by 10 feet for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Esper Sense","description":"For the duration, you sense the presence of any esper powers within 30 feet of you. If you sense a power in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears the power’s effects, and you learn its domain, if any. The power can penetrate barriers, but it is blocked by 1 foot of stone or metal, or 3 feet of earth, or plant material.","properties":{"Category":"Spells","Level":1,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Essence Extraction","description":"","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Essence Infusion","description":"You transfer your essence to another creature to heal it. When you cast this spell and as an action during the spell’s duration, you can spend and roll one of your unspent hit dice. One creature within 30 feet of you regains hit points equal to the roll plus your spellcasting ability modifier.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Essence Instability","description":"You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration. Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells. The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Essence Instability","description":"5th-Level Transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 minute You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration. Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells. The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer, and the poison damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Essence Instability","description":"You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration. Creatures affected by the aura must succeed on a Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells. The aura does not detect as magic or poison, is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Damage Type":"poison","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Eternal Youth","description":"4th-level Transmutation Casting Time: 10 minutes Range: Self Components: V, S, M (a gem worth 100 gold pieces) Duration: 1 hour Your Strength, Dexterity, and Constitution score each increase by 4 and your movement speed increases by 10 ft. At Higher Levels. When you cast this spell using a spell slot of 5th level, it lasts 8 hours. When you use a spell slot of 6th level or higher, it lasts 24 hours.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Ethereal Stairs","description":"You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Etherealness","description":"You step into the border regions of the Ethereal Plane , in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes . At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.","properties":{"Category":"Spells","Name":"Etherealness","Level":7,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Duration":"Up to 8 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":11,"data-description":"You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Etherealness","description":"You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a sp⁠ecial ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through obje⁠cts you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.","properties":{"Category":"Spells","Name":"Etherealness","Level":7,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Etherealness","description":"Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures , objects , and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","properties":{"Category":"Spells","School":"Conjuration","Name":"Etherealness","Level":7,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Etherealness","description":"Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Etherealness\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Etherealness\\\",\\\"description\\\":\\\"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\\\\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\\\\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\\\\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Up to 8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Etherealness","data-description":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\nWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\nWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\nThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","Level":7,"Casting Time":"Action","Duration":"Up to 8 hours","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","data-CastNum":2,"data-DurationNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Evard's Black Tentacles","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) Duration : Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrai⁠ned by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrai⁠ned by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or D⁠exterity check (its choice) against your spell save DC. On a success, it frees itself.","properties":{"Category":"Spells","Name":"Evard's Black Tentacles","Save":"Dexterity","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Evard's Black Tentacles","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain . Each creature in that area makes a Strength saving throw . On a failed save , it takes 3d6 Bludgeoning damage , and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.","properties":{"Category":"Spells","School":"Conjuration","Name":"Evard's Black Tentacles","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Strength","Damage Type":"Bludgeoning","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Evard's Black Tentacles","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Inflict Condition, Strength Save, Restrained, Bludgeoning Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Evard's Black Tentacles\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Evard's Black Tentacles\\\",\\\"description\\\":\\\"Squirming, ebony tentacles fill a 20-foot Square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\\\\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\\\\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a tentacle\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Evard's Black Tentacles Attack\",\"parent\":\"Evard's Black Tentacles\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Evard's Black Tentacles\\\",\\\"description\\\":\\\"Each creature in that area makes a Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Evard's Black Tentacles Damage\",\"parent\":\"Evard's Black Tentacles Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Evard's Black Tentacles","data-description":"Squirming, ebony tentacles fill a 20-foot Square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S M","Material":"a tentacle","data-CastNum":2,"data-RangeNum":90,"Save":"Strength","Damage":"3d6","Damage Type":"Bludgeoning","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Evasiveness","description":"5th-level transmutation (chronomancy) Casting Time: 1 action Range: Touch Components: V, M (a scrap of silk) Duration: Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC becomes 20, if it were lower, regardless of what kind of armor it is wearing, and it has advantage on Dexterity saving throws.","properties":{"Category":"Spells","Level":5,"School":"transmutation (chronomancy)","Expansion":26275,"Components":"V, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ever-Changing Waves","description":"Tier 3 water au gmentation Casting Time: 1 action Base Favor Cost: 2 Range: Self Components (Required): V, S Resonances: You are in the wilds away from civilization (1 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: Ongoing (1 favor per round) Effects: You transform yourself into a new form. This form must be a beast with challenge rating 1/2 or lower. This transformation lasts for the duration, or until you drop to 0 hit points or die. You assume the hit points of your new form. Your game statistics are replaced by the statistics of your new form, except for your Intelligence, Wisdom, and Charisma. You retain your personality and motivations. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You are limited in the actions you can perform in your new form. You can only speak the languages spoken by your new form (animal speech, for animals), and your senses become those of your new form. You can still perform invocations. If you are in animal form, your gear melds into your new form, and you can’t activate, use, wield, or otherwise benefit from equipment. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1 favor: You can transform yourself into a beast of CR 1 or lower. 1+ favor: Choose one additional willing creature within 10 feet per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 2 favor: You can transform yourself into a beast of CR 2 or lower. 3 favor: You can transform yourself into a beast of CR 3 or lower. 4 favor: You whisper words of the Spirit Realms in your invocation. You can transform into a celestial creature, fiend, or monstrosity of your choice (within the CR restriction) instead of an animal, and it can be of CR 3 or lower. You can speak any languages spoken by that creature. If the form has suitable appendages and morphology, you can choose to have one or more pieces of your gear not meld into your new form, and you can activate, use, wield, and benefit from those as the GM deems appropriate. 4 favor: You extend the transformation, treating the duration as “1 hour” instead.","properties":{"Category":"Spells","Level":3,"School":"water augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Everan's Scorching Serpents","description":"3rd-level evocation Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of ash wrapped in snakeskin) Duration: concentration, up to 1 minute You summon a serpent made of flames to burn and constrict one creature you can see within range. The target must make a strength saving throw. On a failed save, the target takes 4d6 fire damage and is grappled by the fiery serpent. On a successful save, the target takes half the damage and isn’t grappled. At the end of each of the grappled target’s turns, it takes 2d6 fire damage. A creature grappled by the fiery serpent can use its action to make a strength or dexterity check (the target’s choice) against your spell save dc. If it succeeds, it is no longer grappled, and the spell ends on it. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The targets must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Evercold","description":"You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration. The spell can be ended by its caster or by dispel magic or remove curse.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Necromancy (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Evercold","description":"4th-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (an insect that froze to death) Duration: Until dispelled You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration. The spell can be ended by its caster or by dispel magic or remove curse.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Evil Eye","description":"1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour Choose a creature within range and release a minor curse on them. That creature must succeed on a Wisdom saving throw or gain one of the following afflictions of your choice for the duration of this spell. Misfortune. Each time the creature makes an ability check, you can choose to give that roll disadvantage. If the creature fails that ability check, this spell ends. Night Terrors. The creature is plagued by paranoia and anxiety, unable to relax or rest. The creature cannot gain any benefits from finishing a short or long rest for the duration. Outcast. The creature provokes distrust and disdain in all it meets while afflicted by this spell. It has disadvantage on all Charisma checks for the duration. A remove curse spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s duration increases. With a 3rd- or 4th-level spell slot, the duration becomes 8 hours. With a 5th- or 6th-level spell slot, the duration becomes 24 hours. With a 7th-level or higher spell slot, the duration becomes permanent until undone by a remove curse spell.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Exceptional Wit","description":"You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Exceptional Wit","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Excoriate","description":"You cause divine radiance to wash over a single creature you touch. The creature must make a Constitution saving throw and it has disadvantage on this save if it targeted you with an attack since the end of your last turn. On a failure, the target takes 6d12 radiant damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Executioner's Mark","description":"1st-level divination Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You choose a target you can see within range and single it out, marking it for death. Until the spell ends, the number of Injuries required for the target to become Imperiled is reduced by 1 (minimum 1). Additionally, each time you hit the creature with an attack, the creature's Injury thresholds are reduced by 5 (to a minimum of 5) until the end of the turn. If the target dies before the spell ends, you can use your bonus action to apply the effect to a new target you can see within range.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Exhume","description":"1st-level necromancy (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of blood) Duration: Instantaneous Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it; this spell fails if cast on the upper floor of a building. This spell then causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell; the bones simply appear out of the ground.","properties":{"Category":"Spells","Level":1,"School":"necromancy (ritual)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Expedite Decomposition","description":"8th-level necromancy Casting Time : 1 action Range : 30 feet Components : V, S Duration : 1 minute Classes : Druid, Sorcerer, Warlock, Wizard This spell can target only undead creatures. You summon a cloud of noxious smoke around your target, which starts to eat their flesh from without and within. The target must succeed on a Constitution saving throw or take 39 (6d12) poison damage and become poisoned for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On each successive failed save, the target takes 39 (6d12) poison damage. After three successful saves, the spell ends. The spell inflicts damage on targets that are immune to being poisoned or poison damage. Once the target is reduced to 0 hit points, only its bones remain. At Higher levels : When you cast this spell using a spell slot of 9th level, the damage increases by 1d12.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Expansion":26071,"Components":"V, S","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Expeditious Retreat","description":"1st-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.","properties":{"Category":"Spells","Name":"Expeditious Retreat","Level":1,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Expeditious Retreat","description":"This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.","properties":{"Category":"Spells","Name":"Expeditious Retreat","Level":1,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Artificer, Sorcerer, Warlock, Wizard","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Expeditious Retreat","description":"Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action .","properties":{"Category":"Spells","School":"Transmutation","Name":"Expeditious Retreat","Level":1,"Casting Time":"Bonus Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Expeditious Retreat","description":"Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Expeditious Retreat\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Expeditious Retreat\\\",\\\"description\\\":\\\"You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Expeditious Retreat Condition\",\"parent\":\"Expeditious Retreat\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Expeditious Retreat\\\"}\"},{\"name\":\"Expeditious Retreat Bonus Action\",\"parent\":\"Expeditious Retreat Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Expeditious Retreat - Dash\\\",\\\"description\\\":\\\"You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Expeditious Retreat","data-description":"You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.","Level":1,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Expel","description":"You cause one creature summoned by a spell within range to disappear. Make an ability check using your spellcasting ability. The DC equals 10 + the summoned creature’s CR (rounded up). On a successful check, the summoned creature disappears. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature summoned by a spell for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Expel Heresy","description":"1st-level enchantment Casting time: 1 action Range: 60 feet Components: v, s, m (a strip of sacred cloth formed into a loop) Duration: 1 minute You prevent heresy from escaping the lips of a creature you can see within range. The target must succeed on a wisdom saving throw or be unable to speak against your deity or faith. For the duration, the target coughs and chokes each time it attempts to speak a heresy of your faith or it attempts to speak anything hateful or negative about your deity, faith, or the faithful. In addition, if the target attempts to cast a spell with a verbal component targeting you or another member of your faith, or if it attempts to cast a spell with a verbal component while in a place dedicated to your deity, it must make a constitution saving throw. On a failed save, the spell fails to cast, expending the action used to cast it but not the spell slot or use. At the end of each of its turns, the target can make another wisdom saving throw. The target has disadvantage on this saving throw if it is in a location sacred to your deity or faith, such as a temple or shrine. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Explosive Welcome","description":"You release a destructive magical force in response to combat. Immediately before rolling initiative for a combat in which you are not surprised, you can target one creature you can see within range. Make a ranged spell attack. The creature takes 10d10 fire damage and half as much on a miss. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 5d6 fire damage. Additionally, you gain a +8 bonus to your initiative roll. If you use this spell as an action, the damage creatures within 10 feet increases to 10d6.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 reaction or 1 action (see description)","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Exsanguinate","description":"You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Exsanguinate","description":"5th-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a desiccated horse heart) Duration: Concentration, up to 1 minute You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Exsanguinate","description":"3rd-level biomancy* (*can be replaced with conjuration) Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of venom) Duration: Concentration, up to 1 minute Classes: Druid, Ranger, Sorcerer, Warlock You conjure a wave of anticoagulant liquid that drenches a creature you can see within range. For the duration, the first time that creature takes damage on a turn, it must succeed a Constitution saving throw or begin bleeding for 1 minute . A creature without blood automatically succeeds on this saving throw. A creature that is bleeding takes 4d6 necrotic damage at the start of each of its turns as it bleeds freely through wounds and orifices. This damage can’t be reduced in any way. At the end of each of its turns, the creature can repeat the saving throw, ending the bleeding on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Exsanguinate","description":"You cause a creature’s body to become engorged with blood or ichor. You target one creature that you can see within range. The target must make a Constitution saving throw. If it succeeds, it suffers 2d6 bludgeoning damage. If it fails, each round until the spell ends, the creature takes 4d6 bludgeoning damage, its hit point maximum is reduced by an amount equal to the damage taken, and it is incapacitated, cannot speak, and cannot breathe, as it vomits up torrents of blood or ichor. At the end of each of its turns, an affected creature can make a Constitution saving throw. If it succeeds, the effect ends for that creature. The reduction of its hit point maximum lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, target one additional creature for each spell slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Exsanguinating Cloud","description":"When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy (blood)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Exsanguinating Cloud","description":"5th-Level Necromancy Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 5 minutes When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Exsanguinating Cloud","description":"When you cast this spell, a rose-colored mist billows up from the spot you indicate within range, obscuring sight and draining blood from living creatures. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. Its area is heavily obscured. This cloud leeches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 21 (6d6) necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents gaining exhaustion.","properties":{"Category":"Spells","Save":"constitution","Level":5,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Extended Incline","description":"Until the effect ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.","properties":{"Category":"Spells","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Extended Perception","description":"You extend your senses across a great distance in order to see and hear a particular creature you choose that is in the same star system as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re using this power, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection Modifier Likeness or picture -2 Possession or piece of gear -4 Body part, lock of hair, skin, blood, etc. -10 On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours. On a failed save, you create a sensory point within 10 feet of the target. You can see and hear from that point as if you were there. The sensory point moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensory point as a warp or ripple in the air about size of a fist. Instead of targeting a creature, you can choose a location you have seen before as the target for this power. When you do, the sensory point appears at that location and doesn’t move.","properties":{"Category":"Spells","Level":5,"School":"Clairsentient","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Extract Essence","description":"You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional three meals’ worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Extract Essence","description":"1st-level transmutation (ritual) Casting time: 10 minutes Range: 30 feet Components: v, s, m (a wooden bowl) Duration: permanent You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value. Ritual focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.","properties":{"Category":"Spells","Level":1,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Extract Foyson","description":"You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Ritual; High Elven)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Extract Knowledge","description":"By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than a sentence—and very specific to the framed question. The corpse doesn't need a functioning mouth to speak its answer; you receive the information telepathically. It doesn't matter whether the creature was your friend or enemy; the spell compels it to answer in any case.","properties":{"Category":"Spells","Level":6,"School":"Necromancy (Ritual; Hieroglyph)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Extract Knowledge","description":"known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Extract Knowledge","description":"6th-Level Necromancy (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a blank page) Duration: Instantaneous By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.","properties":{"Category":"Spells","Level":6,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Extract Thoughts","description":"5th-level divination Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 3 rounds You magically dig your fingers through your target's skull, making contact with their brain and inflicting horrific pain in the process. A creature you can see within range must make an Intelligence saving throw or be paralyzed for the spell's duration. The target can repeat the saving throw at the end of their turn, ending the effect on a success. Each round that the spell is active, you must spend your action maintaining the spell, or the spell ends early. The second time you spend an action maintaining the spell, you can glean detailed knowledge from the target's mind. You gain all relevant information for the knowledge you seek, but must specify which knowledge you seek (ie. \"give me everything this creature knows about Xafirex and his lair\"). Once you have gained the knowledge you sought, the spell ends. When the spell ends, the creature becomes sickened for 1 minute, or until it succeeds a Constitution saving throw. If the spell ends as a result of you gaining knowledge, the creature knows what knowledge you gained, and becomes frightened of you for 1 minute.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Exude Acid","description":"You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Exude Acid","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Eye of Anubis","description":"A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":9634,"Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Eye of Anubis","description":"Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: M (a holy symbol) Duration: Instantaneous A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can’t take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":26275,"Components":"M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Eye of Ra","description":"A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":9634,"Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Eye of Ra","description":"Evocation cantrip Casting Time: 1 action Range: 60 feet Components: M (a holy symbol) Duration: Instantaneous A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can’t take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Eye of the Storm","description":"You summon forth an eye of the storm that floats directly 1 foot above your head for the duration of the spell. Whenever a creature within 30 feet of you (including yourself) casts a spell of 3rd level or lower, the eye of the storm immediately counters the spell and stores the spell within itself for the duration. After a spell is countered in this way, the caster of the countered spell then casts every spell that is stored within the eye after their initial spell has been countered, choosing new targets for each spell cast. If two or more eyes of the storm would effect the same spellcaster when a spell is cast, the spell is simply countered and neither eye stores the countered spell.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Eyebite","description":"6th-Level Necromancy Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite . Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the frigh⁠tened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.","properties":{"Category":"Spells","Name":"Eyebite","Level":6,"School":"Necromancy","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Eyebite","description":"For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite. Asleep: The target falls unconscious . It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.","properties":{"Category":"Spells","Name":"Eyebite","Level":6,"Range":"Self","School":"Necromancy","Target":"See text","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.<br />Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.<br />Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.<br />Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eyebite","description":"Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.","properties":{"Category":"Spells","School":"Necromancy","Name":"Eyebite","Level":6,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Eyebite","description":"Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save, Unconscious, Frightened, Poisoned","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Eyebite\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Eyebite\\\",\\\"description\\\":\\\"For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\\\\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\\\\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\\\\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\\\\nSickened. The target has the Poisoned condition.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Eyebite Condition\",\"parent\":\"Eyebite\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Eyebite\\\"}\"},{\"name\":\"Eyebite Attack\",\"parent\":\"Eyebite\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Eyebite\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Affected by one of the following effects of your choice for the duration: \\\\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\\\\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\\\\nSickened. The target has the Poisoned condition.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Eyebite","data-description":"For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\nSickened. The target has the Poisoned condition.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S","data-CastNum":2,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ezlo’s Eldritch Artillery","description":"You cause tendrils of eldritch energy to barrage an area of your choosing. When you cast this spell, choose either line or zone. If you choose line, the spell’s area is a 5 feet wide and 80 feet long line originating from you. If you choose zone, the spell’s area is a 20-foot square originating from you. All creatures in the spell’s area must make a Dexterity saving throw. A target takes 4d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (80 ft ⇧)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fabricate","description":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.","properties":{"Category":"Spells","Name":"Fabricate","Level":4,"Range":"120 feet","School":"Transmutation","Target":"Raw materials that you can see within range","Classes":"Artificer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":120,"data-DurationNum":0,"data-description":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.<br />Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.<br />Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fabricate","description":"4th-Level Transmutation Casting Time : 10 minutes Rang e: 120 feet Components: V, S Duration : Instantaneous You convert raw materials into products of the same material. For example, you can a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.","properties":{"Category":"Spells","Name":"Fabricate","Level":4,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fabricate","description":"You convert raw materials into products of the same material. For example, you can fabricate a metal panel or walkway from a heap of scrap, a container from bits of rubber or plastic, and clothes from fabric or polymers. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by this power is commensurate with the quality of the raw materials. Creatures or forge enhanced items can’t be created or transmuted by this power. You also can’t use it to create items that ordinarily require a high degree of craftsmanship or moving parts, such as vehicles, weapons, machinery, electronics, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.","properties":{"Category":"Spells","Level":4,"School":"Alteration","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fabricate","description":"Level 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.","properties":{"Category":"Spells","School":"Transmutation","Name":"Fabricate","Level":4,"Casting Time":"10 minutes","Components":"V S","data-RangeAoe":"120 ft (10 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fabricate","description":"Level 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Fabricate\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fabricate\\\",\\\"description\\\":\\\"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\\\\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\\\\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill-such as weapons and armor-unless you have proficiency with the type of Artisan's Tools used to craft such objects.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"10 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Fabricate","data-description":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\nChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\nCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill-such as weapons and armor-unless you have proficiency with the type of Artisan's Tools used to craft such objects.","Level":4,"Casting Time":"10 minutes","Duration":"Instantaneous","Range":"120 feet","Components":"V S","data-CastNum":5,"data-DurationNum":0,"data-RangeNum":120,"data-RangeAoe":"120 ft (10 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Face Off","description":"3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: S, M (a silvered mirror, worth at least 10 gp, which you must break violently) Duration: 1 minute This spell has no effect on creatures that do not have humanoid faces or creatures with an Intelligence of 3 or lower. You cast this spell while staring into the broken mirror: then fling a mirror shard at a target. The target must make a Charisma saving throw or have their face transformed into yours as your face transforms into theirs. For the duration of this spell the target must succeed on a Charisma saving throw or they are unable to target you with any action. Upon success they can target you with actions, but with disadvantage, until their next turn in which case they must succeed at another saving throw in order to target you again. During your turn, if you take any action, not directed at the target of face off, then this spell effect ends. A creature can be effected by this spell only once per day.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Faerie Fire","description":"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible .","properties":{"Category":"Spells","Name":"Faerie Fire","Level":1,"Range":"60 feet","School":"Evocation","Target":"Each object in a 20-foot cube within range","Classes":"Artificer, Bard, Druid","Duration":"Up to 1 minute","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.<br />Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Faerie Fire","description":"1st-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V Duration : Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.","properties":{"Category":"Spells","Name":"Faerie Fire","Level":1,"School":"Evocation","Components":"V","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Faerie Fire","description":"1st-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V Duration : Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.","properties":{"Category":"Spells","Name":"Faerie Fire","Level":1,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Faerie Fire","description":"Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw . For the duration , objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.","properties":{"Category":"Spells","School":"Evocation","Name":"Faerie Fire","Level":1,"Casting Time":"Action","Components":"V","Save":"Dexterity","data-RangeAoe":"60 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Faerie Fire","description":"Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Debuff","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Faerie Fire\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Faerie Fire\\\",\\\"description\\\":\\\"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\\\\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Faerie Fire Attack\",\"parent\":\"Faerie Fire\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Faerie Fire\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Each creature in the Cube is outlined in the chosen color, shed Dim Light in a 10-foot radius, and can't benefit from the invisible condition.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"},\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Faerie Fire","data-description":"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V","data-CastNum":2,"data-RangeNum":60,"Save":"Dexterity","data-RangeAoe":"60 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Faerie Toast","description":"You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting. Commiseration. Spellcasting participants can form or join a hag coven . While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots. Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands. Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them). Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute. Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground. Restfulness. Each of the participants gains advantage on saving throws against being charmed and can't be put to sleep by a spell or other magical effect for the duration.","properties":{"Category":"Spells","Level":3,"School":"transmutation (fey)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Faerie Toast","description":"3rd-level transmutation (ritual) Casting time: 1 minute Range: touch Components: v, s, m (a bottle of wine worth at least 100 gp, which the spell consumes, and a cup for each participant) Duration: 8 hours You and up to five other creatures make a toast and drink to the lords and ladies of the fey. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting. Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots. Friendship. For the duration, each of the participants in the toast becomes fey, in place of its original type, and it has advantage on the first charisma check it makes against a fey each minute. Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence the creatures). Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, that creature must make a wisdom saving throw or be frightened of all the participants for 1 minute. Playfulness. For the duration, each of the participants grows gossamer wings, and it can use a bonus action to flutter the wings and gain a flying speed equal to its walking speed. The participant must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. If the participant flutters the wings again, the effect ends. When the wings have been used for a total of 1 minute, they disappear and this spell ends for that creature. Restfulness. For the duration, each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fair Play","description":"Fair Play 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute A creature of your choice within range gains a benefit when fighting larger creatures. Whenever they make an attack roll or skill check against a creature that is one size or more larger than themselves, they have advantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":25792,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Faithful Hound","description":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane . It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.","properties":{"Category":"Spells","Name":"Faithful Hound","Level":4,"Range":"30 feet","School":"Conjuration","Target":"An unoccupied space that you can see within range","Classes":"Artificer, Wizard","Duration":"8 hours","Material":"A tiny silver whistle, a piece of bone, and a thread","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":12,"data-description":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.<br />The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.<br />At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fake Blood","description":"","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Fall","description":"Fall 1st-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Self Components: V, M (an elastic band) Duration: Instantaneous As an action, you can temporarily change which way gravity pulls you and immediately fall 200 feet in that direction. If you hit a solid surface, you take falling damage based on the distance you have traveled.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"False Fact","description":"Until the effect ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, any technology, innate abilities, or esper powers that would determine if you are telling the truth indicates that you are being truthful.","properties":{"Category":"Spells","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"False Life","description":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.","properties":{"Category":"Spells","Name":"False Life","Level":1,"Range":"Self","School":"Necromancy","Target":"Self","Classes":"Artificer, Sorcerer, Wizard","Duration":"1 hour","Material":"A small amount of alcohol or distilled spirits","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":9,"data-description":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"False Life","description":"1st-Level Necromancy Casting Time : 1 action Rang e: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration : 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.","properties":{"Category":"Spells","Name":"False Life","Level":1,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"False Life","description":"Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points . Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Name":"False Life","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"False Life","description":"Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"False Life\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"False Life\\\",\\\"description\\\":\\\"You gain 2d4 + 4 Temporary Hit Points.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a drop of alcohol\\\"}}\"},{\"name\":\"False Life Temporary Hit Points\",\"parent\":\"False Life\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":4,\\\"isTemp\\\":true,\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"False Life Temporary Hit Points Upcast\",\"parent\":\"False Life Temporary Hit Points\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":1,\\\"target\\\":\\\"$._bonus\\\",\\\"value\\\":5,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"False Life","data-description":"You gain 2d4 + 4 Temporary Hit Points.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"a drop of alcohol","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"False Might","description":"","properties":{"Category":"Spells","Save":"Wisdom ","Level":4,"School":"enchantment","Components":"V","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"False Vision","description":"4th-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dust from a precious gem) Duration: 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension. If the target is targeted by any divination magic or perceived through a scrying spell’s sensors, you are able to present the diviner with false information of your choice, as long as you are conscious at the time of the divination attempt. The target could appear to be in different circumstances, in one or more false locations, or completely undetectable.","properties":{"Category":"Spells","Level":4,"School":"illusion","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Far Step","description":"5th-Level Conjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Fast Friends","description":"3rd-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V Duration : Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fast Friends","Level":3,"School":"Enchantment","Expansion":4048,"Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Fatebinding","description":"3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 hour Choose two creatures that you can see. Both creatures must make Charisma saving throws, and they do so with advantage if they are hostile to you. If a creature is charmed by you, it has disadvantage on this saving throw. If both creatures fail their saving throws, then their fates are now bound together. Whenever one of the creatures takes damage, the other creature takes an identical amount of damage, unless both creatures took damage from the same single source, such as a fireball spell. Whenever one of the creatures regains hit points, the other creature regains an identical number of hit points, unless both creatures regained hit points from the same single source, such as mass cure wounds. The two target creatures remain fate-bound for the duration of the spell, even if both targets are on different planes of existence.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Fated Conflagration","description":"You hurl potent flames at a single target creature you can see within range. Make a ranged spell attack. On a hit, the target takes 6d8 fire damage. If you miss with this attack, you regain a 3rd level spell slot. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fated Infatuation","description":"You create an illusory copy of a single allied creature you can see within the spell’s range. The copy manifests adjacent to you or adjacent to the allied creature. The copy looks identical to the allied creature and is the same size. The copy has an AC equal to your spell save DC, hit points equal to the allied creature’s total number of hit dice, and immunity to all conditions. If it has to make a saving throw, it uses the allied creature’s saving throw bonus for the roll. On your turn, you can command the copy to move up to 30 feet in any direction. During the spell’s duration, you or the allied creature can swap the places of the copy and the allied creature as a bonus action. When the allied creature takes the attack action on its turn, any attack the creature makes can originate from the copy’s space instead of its own. As a bonus action on your turn, you can allow the allied creature to make a single attack from the copy’s space as a free action. If the copy is reduced to 0 hit points or ends a turn more than 30 feet away from the allied creature, it is destroyed and the spell ends.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fated Intervention","description":"You summon a centaur that appears in unoccupied spaces that you can see within range. The centaur disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned centaur which has its own turns. The centaur obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the centaur, it defends itself from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics (Monster Manual). At Higher Levels: If you use a spell slot of 5th level or higher, you summon two centaurs instead of just one. If you use an 8th level spell slot, you summon four centaurs instead of just one.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fateful End","description":"As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. The weapon attack scores a critical hit on a roll of 16-20. On a hit, the target suffers the attack’s normal effects, and takes an additional 3d6 damage of the same type dealt by the attack. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fault Line","description":"The ground thrusts sharply upward along a 5-foot-wide, 60foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fault Line","description":"The ground thrusts sharply upward along a 60‑foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected space are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Evocation (Battle)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Fault Line","description":"6th-Level Evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Permanent The ground thrusts sharply upward along a 5-foot-wide, 60‑foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fear","description":"3rd-Level Illusion Casting Time : 1 action Rang e: Self (30-foot radius) Components: V, S, M (a white feather or the heart of a hen) Duration : Concentration, up to 1 minute You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.","properties":{"Category":"Spells","Name":"Fear","Level":3,"School":"Illusion","Components":"V S M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fear","description":"3rd-Level Illusion Casting Time : 1 action Rang e: Self (30-foot cone) Components: V, S, M (a white feather or the heart of a hen) Duration : Concentration, up to 1 minute You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.","properties":{"Category":"Spells","Name":"Fear","Level":3,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fear","description":"You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.","properties":{"Category":"Spells","Name":"Fear","Level":3,"Range":"Self (30-foot radius)","School":"Illusion","Target":"Each creature in a 30-foot cone","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","Material":"A white feather or the heart of a hen","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-4,"data-DurationNum":3,"data-description":"You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.<br />While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fear","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration . A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","properties":{"Category":"Spells","School":"Illusion","Name":"Fear","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fear","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition, Frightened","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Fear\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fear\\\",\\\"description\\\":\\\"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\\\\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. 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If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"a white feather","data-CastNum":2,"Save":"Wisdom","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Feast of Flesh","description":"A creature of your choice within range is overcome with a need to consume the flesh of its own kind. The target must make a Charisma saving throw. On a failed save, its teeth become needlelike, and it becomes able to pinpoint creatures of the same type as it within 150 feet by scent. On its turn, the creature must move toward the nearest creature of its type by the fastest means possible. If it is within 5 feet of a creature of its type it must use its bonus action to make a bite attack against it. Your target has proficiency with its bite attack and deals damage equal to 1d6 + its Strength modifier. If a creature of its type is not present within 150 feet of the target, it must attack the closest living creature to it. At the end of each of its turns and each time it takes damage, the target can make a new saving throw. The target has advantage on its saving throw if it is triggered by damage. On a success, the spell ends, and the target is poisoned for 1 hour, unless it is a cannibal or comes from a cannibalistic culture.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Feast of Flesh","description":"5th-level transmutation Casting time: 1 action Range: 30 feet Components: v, m (an animal tooth and a drop of your blood) Duration: concentration, up to 1 minute A creature of your choice within range is overcome with a need to consume the flesh of its own kind. The target must make a charisma saving throw. On a failed save, its teeth become needlelike, and it becomes able to pinpoint creatures of the same type as it within 150 feet by scent. On its turn, the creature must move toward the nearest creature of its type by the fastest means possible. If it is within 5 feet of a creature of its type it must use its bonus action to make a bite attack against it. Your target has proficiency with its bite attack and deals damage equal to 1d6 + its strength modifier. If a creature of its type is not present within 150 feet of the target, it must attack the closest living creature to it. At the end of each of its turns and each time it takes damage, the target can make a new saving throw. The target has advantage on its saving throw if it is triggered by damage. On a success, the spell ends, and the target is poisoned for 1 hour, unless it is a cannibal or comes from a cannibalistic culture.","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Feather Fall","description":"1st-Level Transmutation Casting Time : 1 reaction, which you take when you or a creature within 60 feet of you falls Rang e: 60 feet Components: V, M (a small feather or piece of down) Duration : 1 minute Choose up to five falling creatures within range. A falli⁠ng creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no fall⁠ing damage and can land on its feet, and the spell ends for that creature.","properties":{"Category":"Spells","Name":"Feather Fall","Level":1,"School":"Transmutation","Expansion":5,"Components":"V M","Casting Time":"1 reaction, which you take when you or a creature within 60 feet of you falls","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Feather Fall","description":"When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.","properties":{"Category":"Spells","Name":"Feather Fall","Level":1,"Range":"60 feet","School":"Transmutation","Target":"Up to five falling creatures within range","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"1 minute","Material":"A small feather or piece of down","data-List":"false","Components":"V M","Casting Time":"1 reaction, which you take when you or a creature within 60 feet of you falls","data-CastNum":1,"data-RangeNum":60,"data-DurationNum":4,"data-description":"Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Feather Fall","description":"1st-Level Transmutation Casting Time : 1 reaction, which you take when you or a creature within 60 feet of you falls Rang e: 60 feet Components: V, M (a small feather or piece of down) Duration : 1 minute Choose up to five falling creatures within range. A falli⁠ng creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no fall⁠ing damage and can land on its feet, and the spell ends for that creature.","properties":{"Category":"Spells","Name":"Feather Fall","Level":1,"School":"Transmutation","Components":"V M","Casting Time":"1 reaction, which you take when you or a creature within 60 feet of you falls","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Feather Fall","description":"Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","properties":{"Category":"Spells","School":"Transmutation","Expansion":32231,"Name":"Feather Fall","Level":1,"Casting Time":"Reaction","Components":"V M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Feather Fall","description":"Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Feather Fall\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Feather Fall\\\",\\\"description\\\":\\\"Reaction, which you take when you or a creature you can see within 60 feet of you falls. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Reaction\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a small feather or piece of down\\\"}}\"}]","filter-Components":"Verbal, Material","filter-Casting Time":"Reaction","filter-Concentration":"No","Name":"Feather Fall","data-description":"Reaction, which you take when you or a creature you can see within 60 feet of you falls. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","Level":1,"Casting Time":"Reaction","Duration":"1 minute","Range":"60 feet","Components":"V M","Material":"a small feather or piece of down","data-CastNum":1,"data-DurationNum":4,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Feather Field","description":"A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons. At Higher Levels. When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Feather Field","description":"1st-Level Abjuration Casting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made Range: Self Components: V, S, M (fletching from an arrow) Duration: 1 round A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons. At Higher Levels. When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Feather Travel","description":"The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Feather Travel","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, M (a feather) Duration: Concentration, up to 1 hour The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the Speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Feathered Reach","description":"3rd-level transmutation Casting Time: 1 action Range: Self Components: S, M (a small feather) Duration: 1 minute You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster: As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground. You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump. When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land. You gain advantage on all athletics checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally. In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"S, M","Casting Time":"1 action"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Feeblemind","description":"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration , heal or wish .","properties":{"Category":"Spells","Name":"Feeblemind","Level":8,"Range":"150 feet","School":"Enchantment","Target":"A creature that you can see within range","Classes":"Bard, Druid, Warlock, Wizard","Duration":"Instantaneous","Material":"A handful of clay, crystal, glass, or mineral spheres","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.<br />On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.<br />At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.<br />The spell can also be ended by greater restoration, heal, or wish.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Feeblemind","description":"8th-Level Enchantment Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres) Duration : Instantaneous You blast the mind of a creature that you can see within range, attempting to shat⁠ter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, ide⁠ntify its frie⁠nds, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration , heal , or wish .","properties":{"Category":"Spells","Name":"Feeblemind","Level":8,"School":"Enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Feed the Forest","description":"When cast in the Margreve, this spell feeds a constant trickle of magical energy into the forest. For the duration of the spell, you can cast spells of 1st level or lower without the forest siphoning power from the spell as it normally does. The forest remains aware of you and may interdict or attack you for other reasons. At Higher Levels. If feed the forest is cast with a spell slot of 2nd level or higher, the duration increases 1 hour per slot level above 1st, and the level of magic masked is equal to the level of the slot expended.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Feign Death","description":"3rd-Level Necromancy (ritual) Casting Time : 1 action Rang e: Touch Components: V, S, M (a pinch of graveyard dirt) Duration : 1 hour You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poi⁠soned while under the spell’s effect, the disease and poison have no effect until the spell ends.","properties":{"Category":"Spells","Name":"Feign Death","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Feign Death","description":"Level 3 Necromancy (Bard, Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the duration , the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0. The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.","properties":{"Category":"Spells","School":"Necromancy","Name":"Feign Death","Level":3,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Feint","description":"You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it’s distracted by your illusory copy.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ferocious Strike","description":"With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon’s damage type. This spell’s damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ) and 17th level ( 4d4 ).","properties":{"Category":"Spells","Level":0,"School":"Biomancy cantrip* (*can be replaced with transmutation)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fertility Rites","description":"1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (medicinal herbs worth 10 gp or more, which the spell consumes) Duration: Instantaneous You perform a rite to enhance fertility and bless the young. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Fecundity. You touch two willing creatures, blessing their union. The next time they attempt to conceive an offspring together, and are capable of doing so, they succeed. Good Health. You touch a humanoid who is no more than one year old and pray for its good health. The child has advantage on saving throws against disease until it is 1 year old. Lineage. You touch a willing humanoid who is adolescent or younger and peer into their family history. You learn the identity of the creature’s biological parents. Midwifing. You touch a humanoid while it is in labor and bless the birth. The creature will not die as a result of childbirth. Safe Keeping. You touch a pregnant humanoid and abjure their body against harm. The pregnancy cannot be terminated without that creature’s consent.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Fester","description":"Malefic word, tra nsmutation Casting Time: 1 action Range: 20 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a word that clicks across your tongue like a venomous centipede, and a malevolent force attempts to crawl into the body of one creature within range. The target makes a Constitution saving throw. If it fails, the target is poisoned until the end of your next turn. If the target succeeds, it takes 1d8 poison damage and the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (2 vitality): The target remains poisoned until the start of your next turn. If the target dies while this baleful echo is active, it explodes. Each creature within 10 feet of the target must make a Dexterity saving throw. They take 2d8 poison damage on a failed save, or half as much damage on a successful one. The damage dealt when the target explodes increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). Feedback: The writhing necrotic force burrows into your guts, leaving you gagging in agony. You are poisoned. At the end of each of your subsequent turns, you may make a Constitution saving throw. If you succeed, you are no longer poisoned. If you fail, you take 1d4 poison damage.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Festering Fever","description":"4th-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a stone soaked in vinegar) Duration: 1 minute You infect a creature you can see within range with a magical, transmissible disease. The target must succeed on a constitution saving throw or take 4d8 necrotic damage and be infected with the disease. At the start of the target’s next turn, the disease ends on the target and moves to a creature hostile to you within 10 feet of the target. The new target must succeed on a constitution saving throw or take 3d8 necrotic damage and be infected with the disease. The disease continues moving from target to target in this way, reducing the amount of necrotic damage by 1d8 each time the disease moves to a new target. On a failed save, the final target takes 1d8 necrotic damage and this spell ends. If a target succeeds on a constitution saving throw, it takes half the damage, and the disease doesn’t jump to a new target, ending the spell. A creature can take damage from this spell only once per casting of this spell. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fetid Blade","description":"You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of the attacker's next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution ","Level":3,"School":"evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Fever’s Gift","description":"2nd-level divination Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 1 minute You infect yourself with a magical fever for the duration. While infected, you are poisoned, and you can use a bonus action on each of your turns to experience a portentous hallucination. If you do so, one friendly creature within 60 feet of you that can see or hear you has advantage on the next ability check, attack roll, or saving throw it makes before the start of your next turn.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Feverskin","description":"You eat a chilli pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again. For the duration, your walking speed increases by 15 feet , and you gain 2d6 temporary hit points at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"biomancy* (*can be replaced with evocation)","Expansion":23695,"Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fey Crown","description":"By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fey Crown","description":"5th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (five flowers of different colors) Duration: 1 hour By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fey Food","description":"You enchant up to 1 pound of food or 1 gallon of drink within range with fey magic. Choose one of the effects below. For the duration, any creature that consumes the enchanted food or drink, up to four creatures per pound of food or gallon of drink, must succeed on a Charisma saving throw or succumb to the chosen effect. Slumber. The creature falls asleep and is unconscious for 1 hour. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Friendly Face. The creature is charmed by you for 1 hour. If you or your allies do anything harmful to it, the creature can make another Charisma saving throw. On a success, the spell ends on the creature. Muddled Memory. The creature remembers only fragments of the events of the past hour. A remove curse or greater restoration spell cast on the creature restores the creature’s memory. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can enchant an additional pound of food or gallon of drink for each slot level over 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fey Glamer","description":"You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.","properties":{"Category":"Spells","Level":1,"School":"Illusion","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fey Glamer","description":"1st-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of powdered mica) Duration: Concentration, up to 10 minutes You lay a glamor upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fey Tricks","description":"4th-level abjuration Casting time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: s Duration: instantaneous With a wink and a nod, you attempt to take control of a spell as it is being cast. If the creature is casting a spell of 4th level or lower, make an ability check using your spellcasting ability. The dc equals 10 + the spell’s level. On a success, you gain control of the spell as if you cast it from that creature’s space. You can choose the direction of the line, the point where the spell is centered, the spell’s targets, and any other parameters of the spell. If the spell has a range of self and doesn’t affect other targets, fey tricks fails. For example, you can redirect the line of a lightning bolt spell with the original caster as the origin, but you wouldn’t be able to take control of the false life spell. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the spell you take control of can be less than or equal to the level of the spell slot you used.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fey-Touched Blade","description":"You touch a nonmagical weapon and imbue it with the magic of the fey. Choose one of the following damage types: force, psychic, necrotic, or radiant. Until the spell ends, the weapon becomes a magic weapon and deals an extra 1d4 damage of the chosen type to any target it hits. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can imbue one additional weapon for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fiber Shape","description":"You form a mound of mold, moss, or mushroom into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.","properties":{"Category":"Spells","Level":1,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Field Lancer","description":"You place a pack of micro-drones in a 20-foot radius centered on a point within range. The drones each fire a cloud of shrapnel bursts at anything that enters the area. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. In addition, the tiny micro-drones camouflage themselves into the terrain. Any creature that can’t see the area at the time the power is activated must make a Wisdom (Perception) check against your esper power save DC to recognize the terrain as hazardous before entering it.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Field of Bones","description":"The ground in a 100-foot radius circle centred on a point you can see within range is punctured as bony claws, tails, and maws protrude from the ground, snapping, grasping, and raking at all within reach. The ground becomes difficult terrain for creatures other than you. A creature that starts its turn in this area or enters this area for the first time on its turn must make a Strength saving throw. On a failure, it takes 6d6 slashing damage and is grappled by the bony protrusions (escape DC equals your spell save DC). On a success, a creature takes half as much damage and isn’t grappled. For the duration of the spell, at the start of each of your turns, you can cause 1d4 skeletons to burst from the ground at points you choose within the spell’s area. On each of your turns, you can use a bonus action to mentally command all the creatures made by this spell if the creature is within 500 feet of you, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. When the spell ends, all creatures created by this spell crumble into dust. If this spell is cast in an area with a lot of buried corpses (GM’s discretion), like a graveyard or battlefield, the saving throw is made with disadvantage and you create 2d4 skeletons instead.","properties":{"Category":"Spells","Level":8,"School":"necromancy","Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"500 ft (100 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Field of Bones","description":"Field of Bones 8th-level necromancy Casting Time: 1 action Range: 500 feet (100-foot-radius circle) Components: V, S, M (a wishbone) Duration: Concentration, up to 1 minute Class: Cleric, Warlock, Wizard The ground in a 100-foot radius circle centred on a point you can see within range is punctured as bony claws, tails, and maws protrude from the ground, snapping, grasping, and raking at all within reach. The ground becomes difficult terrain for creatures other than you. A creature other than you that starts its turn in this area or enters this area for the first time on its turn must make a Strength saving throw . On a failure, it takes 6d6 slashing damage and is grappled by the bony protrusions ( escape DC equals your spell save DC ). On a success, a creature takes half as much damage and isn’t grappled. For the duration of the spell, at the start of each of your turns, you can cause 1d4 skeletons to burst from the ground at points you choose within the spell’s area. On each of your turns, you can use a bonus action to mentally command all the creatures made by this spell if the creature is within 500 feet of you, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. When the spell ends, all creatures created by this spell crumble into dust. Skeletons created by this spell have immunity to its effects. If this spell is cast in an area with a lot of buried corpses (GM’s discretion), like a graveyard or battlefield, the saving throw is made with disadvantage and you create 2d4 skeletons instead.","properties":{"Category":"Spells","Save":"Strength","Level":8,"School":"necromancy","Expansion":26720,"Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"500 ft (100 ft ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Field of Lotuses","description":"7th-level abjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 hour A field of magical lotus flowers sprouts in a 20-foot cube centered on a point you can see within range. Each creature in the spell’s area has immunity to psychic damage. A creature that spends 10 minutes in the area is cured of all diseases and poison and reduces its exhaustion level by 1. A creature that spends a short rest in the area regains the maximum hit points from any hit die it expends to recover hit points during the short rest. After the creature has spent at least 10 minutes in the area, it can’t be affected by this spell again until it finishes a long rest.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Field of Retribution","description":"5th-level enchantment Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 1 minute You fill creatures with a desire for retribution. Each creature of your choice within 30 feet of a point you can see within range must succeed on a wisdom saving throw or be cursed with a desire for retribution. While cursed, a creature must move to and attack the nearest creature it can see on its turn. If no creature is near enough to move to and attack, the target moves as close as it can to the nearest creature then attacks itself in frustration. At the end of each of its turns, a cursed target can make another wisdom saving throw. On a success, the spell ends on the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Field Repair","description":"You send micro drones to repair up to three automatons, constructs, or mechanical devices (including planetary vehicles) that you can see within range. Each target regains hit points equal to 1d4 + your forging ability modifier. At Higher Ranks. When you use this power at rank 4 or higher, the healing increases by 1d4 for each rank above 3.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Field Salve","description":"You send micro drones to administer healing to your allies. Three creatures of your choice that you can see within range regain hit points equal to 1d4 + your forging ability modifier. This ability has no effect on constructs or automatons. At Higher Ranks. When you use this power at rank 2 or higher, the healing increases by 1d4 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fiendish Brand","description":"You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a remove curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you. While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a scrying spell, it takes the –10 penalty to its saving throw as if you possessed a lock of its hair or other body part.","properties":{"Category":"Spells","Level":5,"School":"Necromancy (fiendish)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fiendish Brand","description":"5th-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a branding iron) Duration: 7 days You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a remove curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you. While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a scrying spell, it takes the –10 penalty to its saving throw as if you possessed a lock of its hair or other body part.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Find Familiar","description":"You gain the service of a familiar, a spirit that takes an animal form you choose: bat , cat , crab , frog (toad) , hawk , lizard , octopus , owl , poisonous snake , fish (quipper) , rat , raven , sea horse , spider , or weasel . Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch , your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.","properties":{"Category":"Spells","Name":"Find Familiar","Level":1,"Range":"10 feet","Ritual":"Yes","School":"Conjuration","Target":"An unoccupied space within range","Classes":"Wizard","Duration":"Instantaneous","Material":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":10,"data-DurationNum":9,"data-description":"You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.<br />Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.<br />When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again<br />While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.<br />As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.<br />You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br />Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Find Familiar","description":"1st-Level Conjuration (ritual) Casting Time : 1 hour Rang e: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration : Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any sp⁠ecial sense⁠s that the familiar has. During this time, you are deaf and blind with regard to your own sen⁠ses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your atta⁠ck modifier for the roll.","properties":{"Category":"Spells","Name":"Find Familiar","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Find Familiar","description":"Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat , Cat , Frog , Hawk , Lizard , Octopus , Owl , Rat , Raven , Spider , Weasel , or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range , the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action , you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points , it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","properties":{"Category":"Spells","School":"Conjuration","Name":"Find Familiar","Level":1,"Casting Time":"1 hour or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Find Familiar","description":"Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat , Cat , Frog , Hawk , Lizard , Octopus , Owl , Rat , Raven , Spider , Weasel , or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Find Familiar\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Find Familiar\\\",\\\"description\\\":\\\"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\\\\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\\\\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\\\\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\\\\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\\\\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"1 hour or Ritual\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"burning incense worth 10+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Find Familiar Bonus Action\",\"parent\":\"Find Familiar\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Familiar - Use Senses\\\",\\\"description\\\":\\\"You can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Find Familiar Dismiss Action\",\"parent\":\"Find Familiar\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Familiar - Dismiss\\\",\\\"description\\\":\\\"You can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Find Familiar Reappear Action\",\"parent\":\"Find Familiar\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Familiar - Reappear\\\",\\\"description\\\":\\\"While it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Find Familiar","data-description":"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\nTelepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\nCombat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\nDisappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\nOne Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","Level":1,"Casting Time":"1 hour or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"10 feet","Components":"V S M","Material":"burning incense worth 10+ GP, which the spell consumes","data-DurationNum":0,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Find Greater Familiar","description":"3rd-level conjuration (ritual) Casting Time : 1 hour Range : 10 feet Components : V, S, M (100 gp worth of charcoal and incense, and a drawing of the familiar you wish to conjure, all which must be consumed by fire in a brass brazier) Duration : Instantaneous Classes : Bard, sorcerer, warlock, wizard You gain the service of a familiar, a spirit that takes a special form you choose: a gelatinous cubelet, gorgonette, imp, miniature xorn, pseudodragon, quasit, sprite, toy golem, or unicorn foal. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar normally can’t attack, but when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. The familiar can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Additionally, if your familiar is hit with an attack or makes a saving throw to avoid taking damage, you can use a reaction to temporarily dismiss your familiar, which disappears before taking damage or suffering any other effects of the attack or triggering effect. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Find Greater Familiar","description":"3rd-level conjuration Casting Time: 8 hours Range: 10 feet Components: V, S, M (100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes a form you choose: blink dog, dust mephit, giant centipede, giant octopus, giant poisonous snake, giant spider, ice mephit, imp, magma mephit, mud mephit, myconid sprout, pseudodragon, smoke mephit, or steam mephit. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal creature type. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is on the same plane as you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time, including a familiar created by this spell or by find familiar . If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. You must be able to see your familiar, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"8 hours"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Find Greater Steed","description":"4th-Level Conjuration Casting Time : 10 minutes Rang e: 30 feet Components: V, S Duration : Instantaneous You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Find Kin","description":"You touch one willing creature or make a melee spell attack against an unwilling creature. If the target fails a Wisdom saving throw, you learn the identity, appearance, and location of one randomly-selected living relative of the target. A creature can choose to automatically fail this saving throw.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Divination (Ritual; Rothenian)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Find Kin","description":"You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Find Kin","description":"1st-Level Divination (Ritual) Casting Time: 1 action Range: touch Components: V, S, M (a freshly dug up tree root that is consumed by the spell) Duration: Instantaneous You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.","properties":{"Category":"Spells","Level":1,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Find Kin","description":"Touch one willing creature or make a melee spell attack on an unwilling creature. If the target fails a Wisdom saving throw, you learn the identity, appearance, and general location (such as “5 miles north” or “in the city of Vidim”) of one random living blood relative of the target. A creature may choose to automatically fail this save.","properties":{"Category":"Spells","Level":1,"School":"divinuation","Components":"V, S, M","Casting Time":"1 ction","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Find Steed","description":"You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse , a pony , a camel , an elk , or a mastiff . (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type . Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount , both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.","properties":{"Category":"Spells","Name":"Find Steed","Level":2,"Range":"30 feet","School":"Conjuration","Target":"An unoccupied space within range","Classes":"Paladin","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":30,"data-DurationNum":0,"data-description":"You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.<br />Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.<br />When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.<br />While your steed is within 1 mile of you, you can communicate with it telepathically.<br />You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Find Steed","description":"2nd-Level Conjuration Casting Time : 10 minutes Rang e: 30 feet Components: V, S Duration : Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.","properties":{"Category":"Spells","Name":"Find Steed","Level":2,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Find Steed","description":"Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Component: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range . This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type —Celestial, Fey, or Fiend—which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat ). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Find Steed","Level":2,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Find Steed","description":"Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Component: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Find Steed\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Find Steed\\\",\\\"description\\\":\\\"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\\\\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type-Celestial, Fey, or Fiend-which determines certain traits in the stat block.\\\\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\\\\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Find Steed","data-description":"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type-Celestial, Fey, or Fiend-which determines certain traits in the stat block.\nCombat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\nDisappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.","Level":2,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Find The Flaw","description":"You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.","properties":{"Category":"Spells","Level":1,"School":"Divination (Clockwork)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Find the Path","description":"This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence . If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails. For the duration , as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.","properties":{"Category":"Spells","Name":"Find the Path","Level":6,"Range":"Self","School":"Divination","Target":"See text","Classes":"Bard, Cleric, Druid","Duration":"Up to 1 day","Material":"A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":21,"data-description":"This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.<br />For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Find the Path","description":"6th-Level Divination Casting Time : 1 minute Rang e: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find ) Duration : Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.","properties":{"Category":"Spells","Name":"Find the Path","Level":6,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Find the Path","description":"Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration , as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.","properties":{"Category":"Spells","School":"Divination","Name":"Find the Path","Level":6,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Find the Path","description":"Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Find the Path\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Find the Path\\\",\\\"description\\\":\\\"You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as 'a green dragon's lair').\\\\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 day\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a set of divination tools-such as cards or runes-worth 100+ GP\\\"}}\"},{\"name\":\"Find the Path Condition\",\"parent\":\"Find the Path\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Find the Path\\\",\\\"description\\\":\\\"For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"Yes","Name":"Find the Path","data-description":"You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as 'a green dragon's lair').\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.","Level":6,"Casting Time":"1 minute","Concentration":"Yes","Duration":"up to 1 day","Range":"Self","Components":"V S M","Material":"a set of divination tools-such as cards or runes-worth 100+ GP","data-CastNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Find Traps","description":"2nd-Level Divination Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding , or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.","properties":{"Category":"Spells","Name":"Find Traps","Level":2,"School":"Divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Find Traps","description":"You sense the presence of any trap within range that is within line of sight. A trap , for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding , or a mechanical pit trap , but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.","properties":{"Category":"Spells","Name":"Find Traps","Level":2,"Range":"120 feet","School":"Divination","Target":"Any trap within range that is within line of sight","Classes":"Cleric, Druid, Ranger","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.<br />This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Find Traps","description":"Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.","properties":{"Category":"Spells","School":"Divination","Name":"Find Traps","Level":2,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Find Traps","description":"Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Find Traps\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Find Traps\\\",\\\"description\\\":\\\"You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\\\\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Find Traps","data-description":"You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\nThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.","Level":2,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Find Vessel","description":"3rd-level conjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a model ship within a bottle) Duration: Instantaneous You summon a spirit that assumes the form of a waterborne vessel. Appearing in an unoccupied space within range, the spirit takes the form you choose: keelboat or rowboat. The vessel has the statistics provided in the Dungeon Master’s Guide for the chosen form. Additionally, the vessel is immune to nonmagical bludgeoning, piercing, and slashing damage. You have advantage on ability checks you make to steer the vessel. While you are aboard the vessel, it responds to your verbal commands, allowing you to ignore the minimum crew number required to operate the vehicle. The vessel’s speed, cargo weight limit, and hit points are all doubled. While you have the vessel summoned, you can cast this spell again to restore it to its maximum hit points. The vessel disappears when it drops to 0 hit points or when you dismiss it as an action. When the vessel disappears, it leaves behind any creatures or objects it was carrying. You cannot have more than one vessel summoned by this spell at a time. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you can choose from two additional waterborne vessel shapes for the summoned spirit: longship or sailing ship. When you cast this spell using a spell slot of 7th level or higher, you can choose from another two additional waterborne vessel shapes for the summoned spirit: galley or warship.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Finger Guns","description":"You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a spell attack roll against one creature you can see within 60 feet, dealing 1d8 force damage on a hit. Your finger gun is considered to be a blaster (but not magical technology) for spells and effects which influence blasters. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":9634,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Finger Guns","description":"Evocation cantrip (renaissance) Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet of you, dealing 1d8 force damage on a hit. Your finger gun doesn’t require ammunition, but it is considered to be a firearm for spells and effects that apply to firearms. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"force","Casting Time":"1 bonus action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Finger of Death","description":"You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.","properties":{"Category":"Spells","Name":"Finger of Death","Save":"Constitution","Level":7,"Range":"60 feet","Damage":"7d8+30","School":"Necromancy","Target":"A creature that you can see within range","Classes":"Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.<br />A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Finger of Death","description":"7th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.","properties":{"Category":"Spells","Name":"Finger of Death","Save":"Constitution","Level":7,"School":"Necromancy","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Finger of Death","description":"Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range . The target makes a Constitution saving throw , taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","properties":{"Category":"Spells","School":"Necromancy","Name":"Finger of Death","Level":7,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Finger of Death","description":"Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage","Spell Attack":"None","filter-Level":7,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Finger of Death\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Finger of Death\\\",\\\"description\\\":\\\"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\\\\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Finger of Death Attack\",\"parent\":\"Finger of Death\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Finger of Death\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Takes 7d8 + 30 Necrotic damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Finger of Death Damage\",\"parent\":\"Finger of Death Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":30,\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":7,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Finger of Death","data-description":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\nA Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.","Level":7,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Constitution","Damage":"7d8","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fire Bolt","description":"Evocation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Name":"Fire Bolt","Level":0,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fire Bolt","description":"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Name":"Fire Bolt","Level":0,"Range":"120 feet","Damage":"1d10","School":"Evocation","Target":"A creature or object within range","Classes":"Artificer, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","data-Cantrip Scaling":"dice","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fire Bolt","description":"Evocation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Name":"Fire Bolt","Level":0,"School":"Evocation","Expansion":4415,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fire Bolt","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range . Make a ranged spell attack against the target . On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","properties":{"Category":"Spells","School":"Evocation","Name":"Fire Bolt","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fire Bolt","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Inflict Damage, Fire Damage","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Fire Bolt\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fire Bolt\\\",\\\"description\\\":\\\"You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"cantripScale\\\":\\\"Dice\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Fire Bolt Attack\",\"parent\":\"Fire Bolt\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Fire Bolt\\\",\\\"range\\\":\\\"120 feet\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Fire Bolt Damage\",\"parent\":\"Fire Bolt Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Fire Bolt Damage Upcast 5\",\"parent\":\"Fire Bolt Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Fire Bolt Damage Upcast 11\",\"parent\":\"Fire Bolt Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Fire Bolt Damage Upcast 17\",\"parent\":\"Fire Bolt Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Fire Bolt","data-description":"You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"1d10","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fire Dance","description":"You dance and twirl two sources of fire in a rapid pattern that leaves glowing trails. Creatures of your choice in the area that see your fire dance must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, a target becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. The spell ends if you are incapacitated.","properties":{"Category":"Spells","Level":4,"School":"illusion (elemental)","Components":"S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Fire Dance","description":"4th-level illusion Casting time: 1 action Range: 120 feet Components: s, m (a burning mass of rags, a pair of torches, or similar fire in both hands) Duration: concentration, up to 1 hour You dance and twirl two sources of fire in a rapid pattern that leaves glowing trails. Creatures of your choice in the area that see your fire dance must make a wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, a target becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. The spell ends if you are incapacitated.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fire Darts","description":"When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity ","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fire Darts","description":"2nd-Level Evocation Casting Time: 1 action Range: 20 feet Components: V, S, M (a fire the size of a small campfire or larger) Duration: Instantaneous When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fire Dragon's Fury","description":"You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fire Dragon's Fury","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying Speed of 40 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fire Lance","description":"A thin beam of flame extends from your hands, striking a creature within range and exploding on impact. Make a ranged channeling attack against the target. On a hit, the target takes 2d8 points of fire damage and must make a Constitution saving throw or suffer a disadvantage on their next attack roll or saving throw. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d8 for each rank above 1.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Elemental","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fire Shield","description":"Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.","properties":{"Category":"Spells","Name":"Fire Shield","Level":4,"Range":"Self","School":"Evocation","Target":"Self","Classes":"Wizard","Duration":"10 minutes","Material":"A bit of phosphorus or a firefly","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":6,"data-description":"Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.<br />The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.<br />In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fire Shield","description":"4th-Level Evocation Casting Time : 1 action Rang e: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration : 10 minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shi⁠eld or a chill sh⁠ield, as you choose. The warm shi⁠eld grants you resistance to cold damage, and the chill shi⁠eld grants you resist⁠ance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shiel⁠d erupts with flame. The attacker takes 2d8 fire damage from a warm shie⁠ld, or 2d8 cold damage from a cold sh⁠ield.","properties":{"Category":"Spells","Name":"Fire Shield","Level":4,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fire Shield","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll , the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.","properties":{"Category":"Spells","School":"Evocation","Name":"Fire Shield","Level":4,"Casting Time":"Action","Components":"V S M","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fire Shield","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Fire Damage, Cold Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Fire Shield\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fire Shield\\\",\\\"description\\\":\\\"Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\\\\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of phosphorus or a firefly\\\"}}\"},{\"name\":\"Fire Shield Warm Shield Condition\",\"parent\":\"Fire Shield\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Fire Shield - Warm Shield\\\",\\\"description\\\":\\\"The warm shield grants you Resistance to Cold damage, and whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage.\\\"}\"},{\"name\":\"Fire Shield Warm Shield Resistance\",\"parent\":\"Fire Shield Warm Shield Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"},{\"name\":\"Fire Shield Warm Shield Attack\",\"parent\":\"Fire Shield Warm Shield Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warm Shield\\\",\\\"autoHit\\\":true,\\\"range\\\":\\\"5 ft\\\",\\\"onHitDisplay\\\":\\\"Whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame.\\\",\\\"description\\\":\\\"Whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Warm Shield Damage\",\"parent\":\"Fire Shield Warm Shield Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Fire Shield Chill Shield Condition\",\"parent\":\"Fire Shield\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Fire Shield - Chill Shield\\\",\\\"description\\\":\\\"The warm shield grants you Resistance to Fire damage, and whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Cold damage.\\\"}\"},{\"name\":\"Fire Shield Chill Shield Resistance\",\"parent\":\"Fire Shield Chill Shield Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"},{\"name\":\"Fire Shield Chill Shield Attack\",\"parent\":\"Fire Shield\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Chill Shield\\\",\\\"autoHit\\\":true,\\\"range\\\":\\\"5 ft\\\",\\\"onHitDisplay\\\":\\\"Whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame.\\\",\\\"description\\\":\\\"Whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Chill Shield Damage\",\"parent\":\"Fire Shield Chill Shield Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Fire Shield","data-description":"Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.","Level":4,"Casting Time":"Action","Duration":"10 minutes","Range":"Self","Components":"V S M","Material":"a bit of phosphorus or a firefly","data-CastNum":2,"data-DurationNum":6,"data-AttackType":"Spell Attack","Damage":"2d8","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fire Storm","description":"A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.","properties":{"Category":"Spells","Name":"Fire Storm","Save":"Dexterity","Level":7,"Range":"150 feet","Damage":"7d10","School":"Evocation","Target":"A location you choose within range","Classes":"Cleric, Druid, Sorcerer","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fire Storm","description":"7th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S Duration : Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.","properties":{"Category":"Spells","Name":"Fire Storm","Save":"Dexterity","Level":7,"School":"Evocation","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fire Storm","description":"You command a swarm of micro-drones to unleash synchronized blasts of flame over a location you choose within range. The area of the blasts consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Technique","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fire Storm","description":"Level 7 Evocation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range . The area of the storm consists of up to ten 10-foot Cubes , which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw , taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.","properties":{"Category":"Spells","School":"Evocation","Name":"Fire Storm","Level":7,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"150 ft (Ten 10 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fire Storm","description":"Level 7 Evocation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric, Druid, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Inflict Damage, Fire Damage","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Fire Storm\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fire Storm\\\",\\\"description\\\":\\\"A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\\\\nFlammable objects in the area that aren't being worn or carried start burning.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"Ten 10 foot\\\"}}\"},{\"name\":\"Fire Storm Attack\",\"parent\":\"Fire Storm\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Fire Storm\\\",\\\"range\\\":\\\"150 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 7d10 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"10 foot\\\"}}\"},{\"name\":\"Fire Storm Damage\",\"parent\":\"Fire Storm Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":7,\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Fire Storm","data-description":"A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\nFlammable objects in the area that aren't being worn or carried start burning.","Level":7,"Casting Time":"Action","Duration":"Instantaneous","Range":"150 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"Save":"Dexterity","Damage":"7d10","Damage Type":"Fire","data-RangeAoe":"150 ft (Ten 10 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fire Under the Tongue","description":"1st-Level Transmutation Casting Time: 1 action Range: 5 feet Components: V, S Duration: 24 hours You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fire Under The Tongue","description":"You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fire Under The Tongue","description":"You have mastered the skraeling art of keeping fire under your tongue. You can consume a nonmagical fire up to the size of a normal campfire. The fire is stored harmlessly in your mouth and dissipates if not used before the end of the spell’s duration. You can vomit forth the stored fire as an action. If you’re trying to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames cause 1d6 fire damage, while torch-sized flames cause 1 point of fire damage. Once you've spit it out, the fire burns normally. It goes out immediately unless it hits inflammable material and sets it alight.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Fireball","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration : Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fireball","Save":"Dexterity","Level":3,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fireball","description":"A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fireball","Save":"Dexterity","Level":3,"Range":"150 feet","Damage":"8d6","School":"Evocation","Target":"A point you choose within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"A tiny ball of bat guano and sulfur","data-List":"false","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","Higher Spell Slot Dice":1,"data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fireball","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration : Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fireball","Save":"Dexterity","Level":3,"School":"Evocation","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fireball","description":"Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw , taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Evocation","Expansion":32231,"Name":"Fireball","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fireball","description":"Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Fireball\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fireball\\\",\\\"description\\\":\\\"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. 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The damage increases by 1d6 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a ball of bat guano and sulfur\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Fireball Attack\",\"parent\":\"Fireball\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Fireball\\\",\\\"range\\\":\\\"150 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 8d6 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Fireball Damage\",\"parent\":\"Fireball Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Fireball Damage Upcast\",\"parent\":\"Fireball Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Fireball","data-description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\nFlammable objects in the area that aren't being worn or carried start burning.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"150 feet","Components":"V S M","Material":"a ball of bat guano and sulfur","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"Save":"Dexterity","Damage":"8d6","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fireflies","description":"You summon a large volume of fireflies to illuminate a 15-foot-radius sphere for the duration. A few of the fireflies will settle on hidden or invisible creatures, making them somewhat easier to find. Attack rolls against invisible creatures in the area are no longer made with disadvantage, though attack rolls made by invisible creatures are still made with advantage, for only their general position is clearer by firefly light, not their specific movements. All Hide actions taken in the area are made with disadvantage.","properties":{"Category":"Spells","Level":1,"School":"evocation (fey)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Firemind's Research","description":"You gain clarity and precision as you enter a focused state of spellcasting. During this spell’s duration, any time you cast a spell of 1st level or higher you gain charges equal to the spell that you cast’s level. These charges last for the spell’s duration. As a bonus action on any of your turns during the duration, you can remove up to two charges from yourself to cast a single cantrip with a casting time of 1 action. Additionally, you can expend 5 charges as an action to make a ranged spell attack against a single creature within 60 feet of you. On a hit, the creature takes 5d10 fire damage.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Firewalk","description":"The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Firewalk","description":"6th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Firther’s Shadow","description":"You warp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw . On a failed save, the creature takes 4d10 psychic damage and you learn something about the creature (roll a d6 and consult the following table): d6 Thing Learnt 1 The creature’s name 2 Something the creature fears 3 Something the creature desires 4 The creature’s condition immunities 5 The creature’s damage vulnerabilities, resistances, and immunities 6 The creature’s skill and saving throw proficiencies On a successful save, the creature takes half as much damage and you don’t learn anything. A creature with an Intelligence score of 4 or lower automatically succeeds on the saving throw. If a creature fails the initial saving throw then, on each of your turns for the duration, you can use your action to force the creature to make an Intelligence saving throw . On a failure, the creature takes 4d6 psychic damage and you learn something about the creature (roll a d6 and consult the table above). On a success, the creature takes half as much damage, you don’t learn anything, and the spell ends. The spell also ends if the target is ever outside the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d10 and 1d6 , respectively, for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Expansion":23695,"Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fist From Hell","description":"1st-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You create an arcane speck of light above a creature you can see within range. The speck turns into a portal from which a massive fiendish fist strikes down on the target. The target must make a strength saving throw. On a failed save, it takes 2d10 force damage and is knocked prone. On a successful save, it takes half the damage and isn’t knocked prone. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fist of Iron","description":"Transmutation Cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fist Of Iron","description":"You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.","properties":{"Category":"Spells","Level":0,"School":"Clockwork","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fist Of Iron","description":"You transform your naked hand to iron. Your unarmed attacks do 1d6 bludgeoning damage and are considered magical.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (Clockwork)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Fists of Stone","description":"You transform your hands into mighty fists of living stone for the duration. As long as you concentrate on this spell, you cannot perform somatic components for spells. You can use your spellcasting ability modifier in place of Strength for any ability checks that would require the use of your hands. Additionally, you gain a melee slam attack that uses your spellcasting attack modifier and deals 1d8 + your spellcasting modifier damage. When you hit a creature with the slam attack on your turn, you can use a bonus action to attempt to shove or grapple the target. At Higher Levels: If you use a spell slot of 3rd level or higher, the slam attack’s damage increases by 1d8 (2d8). If you use a spell slot of 6th level or higher, the slam attack’s damage increases by 1d8 (3d8). If you use a spell slot of 9th level or higher, the slam attack’s damage increases by 1d8 (4d8).","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fixit","description":"You imbue a broken item no larger than 20 feet in any dimension with pure belief. For the duration, the item is whole once more. In addition, if you were familiar with the item’s magical function (GM’s discretion) and its rarity was no higher than common, the item regains its magical properties for the duration. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, the rarity of the item that can regain its magical properties increases to uncommon (3rd level), rare (5th level), very rare (7th level), or legendary (9th level).","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":23695,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fizban's Platinum Shield","description":"6th-Level Abjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp) Duration : Concentration, up to 1 minute You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: Cover. The creature has half cover. Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage. Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. Scholars have engaged in lengthy debates over whether or not this spell should properly be attributed to me. Honestly, I've created so many things, I can't really keep track of them all. -Fizban","properties":{"Category":"Spells","Level":6,"School":"abjuration","Expansion":12314,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Flame Arrows","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Flame Arrows","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":6,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Flame Blade","description":"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar , and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.","properties":{"Category":"Spells","Name":"Flame Blade","Level":2,"Range":"Self","School":"Evocation","Target":"Your free hand","Classes":"Druid","Duration":"Up to 10 minutes","Material":"Leaf of sumac","data-List":"false","Components":"V S M","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flame Blade","description":"2nd-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V, S, M (leaf of sumac) Duration : Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.","properties":{"Category":"Spells","Name":"Flame Blade","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flame Blade","description":"Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar , and it lasts for the duration . If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action . As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Flame Blade","Level":2,"Casting Time":"Bonus Action","Components":"V S M","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flame Blade","description":"Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Fire Damage","Spell Attack":"Melee","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Flame Blade\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Flame Blade\\\",\\\"description\\\":\\\"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\\\\nAs a Magic action, you can make a melee spell attack with the fiery blade. 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The damage increases by 1d6 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a sumac leaf\\\"}}\"},{\"name\":\"Flame Blade Condition\",\"parent\":\"Flame Blade\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Flame Blade\\\",\\\"description\\\":\\\"You evoke a fiery blade in your free hand.\\\"}\"},{\"name\":\"Flame Blade Bonus Action\",\"parent\":\"Flame Blade Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Blade - Evoke Again\\\",\\\"description\\\":\\\"If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Blade Attack\",\"parent\":\"Flame Blade\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Blade\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Flame Blade Damage\",\"parent\":\"Flame Blade Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Blade Damage Upcast\",\"parent\":\"Flame Blade Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Flame Blade","data-description":"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.","Level":2,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S M","Material":"a sumac leaf","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","data-AttackType":"Spell Attack","Damage":"3d6","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Blast","description":"A spiral of fire forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d6 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Elemental","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flame Slash","description":"You slash your hand forward and a blade of fire trails after, striking your foe. Make a melee spell attack against a single creature within range. On a hit, the target takes 1d12 fire damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Flame Strike","description":"A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Flame Strike","Save":"Dexterity","Level":5,"Range":"60 feet","Damage":"4d6","School":"Evocation","Target":"10-foot radius, 40-foot-high cylinder centered on a point within range","Classes":"Cleric","Duration":"Instantaneous","Material":"Pinch of sulfur","data-List":"false","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"Secondary Damage":"4d6","data-DurationNum":0,"data-description":"A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Die":"d6","Secondary Damage Type":"Radiant","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flame Strike","description":"5th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (pinch of sulfur) Duration : Instantaneous A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Flame Strike","Save":"Dexterity","Level":5,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flame Strike","description":"Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw , taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Evocation","Name":"Flame Strike","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"60 ft (10 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flame Strike","description":"Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage, Radiant Damage","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Flame Strike\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Flame Strike\\\",\\\"description\\\":\\\"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of sulfur\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"10 foot radius, 40 foot high\\\"}}\"},{\"name\":\"Flame Strike Attack\",\"parent\":\"Flame Strike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Strike\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 5d6 Fire damage and 5d6 Radiant damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"10 foot radius, 40 foot high\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Flame Strike Damage Fire\",\"parent\":\"Flame Strike Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Strike Damage Radiant\",\"parent\":\"Flame Strike Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Strike Damage Fire Upcast\",\"parent\":\"Flame Strike Damage Fire\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Flame Strike Damage Radiant Upcast\",\"parent\":\"Flame Strike Damage Radiant\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Flame Strike","data-description":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","Level":5,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S M","Material":"a pinch of sulfur","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Dexterity","Damage":"5d6","Damage Type":"Fire","data-RangeAoe":"60 ft (10 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Wave","description":"A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area takes 6d8 fire damage and is pushed 20 feet away from you; with a successful Dexterity saving throw, the creature takes half damage and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (Elemental)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (40 ft ▽)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Flame Wave","description":"A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation","Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (40 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Flame Wave","description":"4th-Level Evocation Casting Time: 1 action Range: Self (40-foot cone) Components: V, S, M (a drop of tar, pitch, or oil) Duration: Instantaneous A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (40 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Flame’s Chronicle Unleashed","description":"7th-level conjuration Casting time: 1 action Range: self (30-foot radius) Components: v, s, m (a piece of scorched platinum worth at least 100 gp, which the spell consumes) Duration: instantaneous You draw on the power of a historic fire, drought, or heat wave that happened within the past 100 years within 1 mile of you. You then release the condensed memory of that event in a blast that erupts in a 30-foot radius from you. When you cast this spell, you can designate a number of creatures equal to your spellcasting ability modifier to be unaffected by it. The blast causes one of the following effects of your choice: Desiccate. Nearby water rapidly evaporates, including the water within creatures. A body or container of water in the spell’s area that fills a 10-foot cube or less evaporates instantly, including water in containers that are being worn or carried by creatures in the area. Each creature in the spell’s area must make a constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures made mostly of water, such as water elementals, have disadvantage on the saving throw. Swelter. The temperature of the air around you rises dramatically. Each creature in the spell’s area must make a constitution saving throw, suffering 2 levels of exhaustion on a failed save, or only 1 level of exhaustion on a successful one. Wind. Hot wind explodes out from you. Each tiny creature with a challenge rating of 1/4 or lower in the area that doesn’t have total cover from you immediately dies. Each small or larger creature in the spell’s area must make a strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 4d8 fire damage and is pushed away from you up to the edge of the spell’s area and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flame's Kiss","description":"Evocation cantrip Casting time: 1 action Range: touch Components: v Duration: instantaneous Flames erupt from your hand, burning a creature you try to touch and making it susceptible to further burns. Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage, and the next time it takes fire damage before the start of your next turn, the target takes an additional 1d4 fire damage. The spell’s damage (both initial and later) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flames United","description":"3rd-level abjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a sphere of gold or silver worth at least 50 gp) Duration: concentration, up to 1 minute You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"abjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flamestep","description":"1st-level conjuration Casting time: 1 bonus action Range: 10 feet Components: v, s Duration: instantaneous Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left. If fire bursts from the space, each creature within 5 feet of that space must make a dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V, S","Damage Type":"fire","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flamethrower Sonata","description":"When you cast the spell, you channel your heart’s passion into a fiery note that you hurl at a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. For the spell’s duration, you can create a fiery note and repeat the attack against a creature within 60 feet of you as a bonus action on your turn. At Higher Levels: When you cast this spell using a spell slot of 4th level, each time you create a fiery note with this spell, you make two fiery notes instead. When you cast this spell using a spell slot of 6th level, each time you create a fiery note with this spell, you make a three fiery notes instead. When you cast this spell using a spell slot of 8th level, each time you create a fiery note with this spell, you make four fiery notes instead.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Flamewalk Portal","description":"5th-level conjuration Casting time: 1 minute Range: 5 feet Components: v, m (a piece of chalk) Duration: 30 days When you cast this spell, you inscribe a small rune next to a source of fire. The source can be a fireplace, campfire, signal beacon, or other source of fire that is large enough for a medium creature to stand in the fire. This rune lasts for 30 days, and it remains even if the fire is extinguished. For the duration, when you cast this spell again, you can link any two runes together to form a gateway between the two locations. The two runes linked in this way must be on the same plane of existence, and each rune must have an active fire source within 5 feet of it. While casting this spell, you know if a rune you inscribed has an active fire source within 5 feet of it. For 1 minute or until you end the effect as a bonus action, any creature within 5 feet of one of the fire sources can use 5 feet of its movement to step into that fire source and exit from the other fire source, appearing in an unoccupied space within 5 feet of the destination fire source. A creature doesn’t take fire damage from stepping into the fire. When this effect ends, the runes disappear from both locations, ending the spell if those were the only two runes inscribed with this spell.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, M","Casting Time":"1 minute","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flaming Discs","description":"You create three discs of intense flame that spin rapidly above you. When you activate this power or as a bonus action on each of your turns, you can launch any number of these discs, each one at any target within range. Make a ranged channeling attack for each disc. On a hit, the target takes 2d6 fire damage. Each disc can only be launched once, after which they disappear regardless of whether or not they hit a target. At the end of the duration, all of the discs disappear. At Higher Ranks. When you use this power at rank 3 or higher, you create one additional disc for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Elemental","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flaming Sphere","description":"A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Flaming Sphere","Level":2,"Range":"60 feet","Damage":"2d6","School":"Conjuration","Target":"An unoccupied space of your choice within range","Classes":"Druid, Wizard","Duration":"Up to 1 minute","Material":"A bit of tallow, a pinch of brimstone, and a dusting of powdered iron","data-List":"false","Components":"V S M","Damage Type":"fire","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flaming Sphere","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration : Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Flaming Sphere","Save":"Dexterity","Level":2,"School":"Conjuration","Components":"V S M","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Flaming Sphere","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration : Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sp⁠here must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphe⁠re into a creature, that creature must make the saving throw against the sphere’s damage, and the sp⁠here stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sp⁠here ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Flaming Sphere","Save":"Dexterity","Level":2,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flaming Sphere","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one (round down). As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the save against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Flaming Sphere","description":"Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range . It lasts for the duration . Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw , taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action , you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Conjuration","Name":"Flaming Sphere","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flaming Sphere","description":"Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Flaming Sphere\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Flaming Sphere\\\",\\\"description\\\":\\\"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\\\\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\\\\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a ball of wax\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"5 foot radius\\\"}}\"},{\"name\":\"Flaming Sphere Condition\",\"parent\":\"Flaming Sphere\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Flaming Sphere\\\",\\\"description\\\":\\\"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. 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If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flaming Sphere Attack\",\"parent\":\"Flaming Sphere\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flaming Sphere\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 2d6 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Flaming Sphere Damage\",\"parent\":\"Flaming Sphere Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flaming Sphere Damage Upcast\",\"parent\":\"Flaming Sphere Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Flaming Sphere","data-description":"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a ball of wax","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","data-CastNum":2,"data-RangeNum":60,"Save":"Dexterity","Damage":"2d6","Damage Type":"Fire","data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flaming Vortex","description":"5th-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground. While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above. If a creature has taken damage from this spell since the start of your last turn, it can’t take damage from the spell again until the start of your next turn. At Higher Levels. When you cast the spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flare","description":"You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn. Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet . This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level ( 2d8 , 30 feet ), 11th level ( 3d8 , 40 feet ), and 17th level ( 4d8, 50 feet ).","properties":{"Category":"Spells","Level":0,"School":"Evocation cantrip","Expansion":23695,"Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flare","description":"Flare Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a strip of magnesium) Duration: Instantaneous Class: Cleric, Sorcerer, Wizard You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn. Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet . This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level ( 2d8 , 30 feet ), 11th level ( 3d8 , 40 feet ), and 17th level ( 4d8 , 50 feet ).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flash Lance","description":"You create three lances of pure radiance and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each lance. On a hit, the target takes 1d8 radiant damage. If you hit an undead or fiend with with a lance, the creature must succeed on a Constitution saving throw or be blinded until the end of your next turn. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, you create one additional lance for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Expansion":32309,"Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Flawed Reconstruction","description":"1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a needle and thread) Duration: Instantaneous You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target’s hit point maximum is reduced by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flesh Ripper","description":"Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous As you cast this spell, a spectral meat hook and chain is flung at a creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 piercing damage as a spectral meat hook plunges into its body. Until the start of your next turn, the target must make a Strength saving throw to move further than 30 feet from you. On a failed save, it is prevented from moving until the start of your turn. This effect ends if you are further than 30 feet away from the target. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"transmutation","Expansion":26275,"Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flesh to Bone","description":"You attempt to turn the skin of a creature you touch into bony plates. If the target’s body is made of flesh, it must make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failure, a creature’s skin turns into hardened, articulating plates of bone. For the duration, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it has resistance to piercing and slashing damage.","properties":{"Category":"Spells","Level":3,"School":"biomancy* (*can be replaced with transmutation)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flesh to Bone","description":"Flesh to Bone 3rd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of bone marrow) Duration: Concentration, up to 10 minutes Class: Druid, Warlock, Wizard You attempt to turn the skin of a creature you touch into bony plates. If the target’s body is made of flesh, it must make a Constitution saving throw . A willing creature can choose to fail this saving throw. On a failure, a creature’s skin turns into hardened, articulating plates of bone. For the duration, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it has resistance to piercing and slashing damage.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flesh to Paper","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Flesh To Paper","description":"A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Flesh to Stone","description":"You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.","properties":{"Category":"Spells","Name":"Flesh to Stone","Level":6,"Range":"60 feet","School":"Transmutation","Target":"One creature that you can see within range","Classes":"Warlock, Wizard","Duration":"Up to 1 minute","Material":"A pinch of lime, water, and earth","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.<br />A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.<br />If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br />If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flesh to Stone","description":"6th-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration : Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.","properties":{"Category":"Spells","Name":"Flesh to Stone","Level":6,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flesh to Stone","description":"Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw . On a failed save, it has the Restrained condition for the duration . On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.","properties":{"Category":"Spells","School":"Transmutation","Name":"Flesh to Stone","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flesh to Stone","description":"Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Restrained","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Flesh to Stone\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Flesh to Stone\\\",\\\"description\\\":\\\"You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. 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If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration.\\\",\\\"onSucceed\\\":\\\"If it successfully saves against this spell three times, the spell ends.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Flesh to Stone","data-description":"You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a cockatrice feather","data-CastNum":2,"data-RangeNum":60,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flexuous Will","description":"5th-level illusion Casting Time: 1 action Range: Self (Varies) Components: V, S, M (multicolored clay putty or shifting iridescent fabric) Duration: Instantaneous You have mastered the manipulation of your will as a devastating force. When you cast this spell, you can shape the cognitive explosion as a 20-foot-radius sphere centered on you, a line 60 feet long and 5 feet wide originating from you, or a 30-foot cone originating from you. Each creature within the area must make a Wisdom saving throw. A creature takes 6d10 psychic damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"illusion","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flickerform","description":"Your form flickers in and out as an aura of illusion magic washes over you. For the duration, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide. When you take damage and maintain concentration on this spell, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Flickering Fate","description":"You or a target that you touch can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Divination (Illumination)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Flickering Fate","description":"You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Flickering Fate","description":"4th-Level Divination Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Flight of Ideas","description":"3rd-level enchantment Casting time: 1 action Range: 60 feet Components: v, m (a moonstone worth 500 gp) Duration: concentration, up to 1 minute You tap into the realm of the fey and fill the mind of one humanoid you can see within range with eerie ideas, thoughts, and songs of the fey. The target must succeed on a charisma saving throw or be bewildered for the duration. The bewildered target must spend each of its turns moving up to half its speed in a random direction and chattering eccentrically, expressing the ideas infiltrating its mind. This movement doesn’t provoke opportunity attacks. At the end of each of its turns, the target can make another charisma saving throw. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"enchantment","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fling","description":"Fling 4th-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You flick your finger against a creature. The target is impacted by a devastating gravitational force and must make a Strength saving throw. On a failed save, it takes 6d10 bludgeoning damage and is pushed 120 feet away from you. The push stops early if the creature hits a solid surface or is pushed into a creature of its size or larger. On a successful save, a creature takes half as much damage and isn't pushed. If the target is pushed into or through the space of a creature, that creature must make a Dexterity saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage is increased by 1d10 per size smaller the creature is than the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target takes an extra 1d10 bludgeoning damage and is pushed 30 additional feet for each slot level above 4th. Note: For example, if a commoner (size Medium) is pushed into a frog (size Tiny), the frog must succeed on a Dexterity saving throw. Because the frog is 2 sizes smaller than the commoner, on a failed save, it would take 3d10 damage (the original 1d10 damage, which is increased by 2d10), probably exploding on impact, whilst the commoner would continue its destructive flight unhindered—questioning the laws of physics.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Flip sides","description":"By casting this spell, you can teleport yourself and up to seven willing creatures of your choice to the opposite side of the world-island you are on. You have to be on a world-island of Braythe for the spell to work. Your target location is the exact same spot on the world’s other side, as if you traveled downwards or upwards in a straight line. Effectively, the distance to the World-Chains and, roughly, to the edges of the world-island stays the same. If the target location does not provide solid ground to stand on, the spell automatically fails. Aside from that, the teleportation magic does not prevent the caster and his companions from ending up in a dangerous situation.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Flipperform","description":"You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"biomancy* (ritual; *can be replaced with transmutation)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flittering Eyes","description":"3rd-level transmutation Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute You force the eyes of a creature you can see within range to fly out of its head. The target must succeed on a constitution saving throw or be blinded for the duration, as its eyes sprout wings and flitter out from its head. At the start of each of the creature’s turns, each eye flies 30 feet in a random direction without provoking opportunity attacks. Each eye has an armor class equal to your spell save dc, or a creature within 5 feet of an eye can catch it with a successful dexterity check against your spell save dc. If an eye is hit or caught, it disappears in a poof of smoke. If at least half the target’s eyes are hit or caught, the spell ends on the target, ending the blinded condition and returning the target’s eyes to it. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Floating Disk","description":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration , and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.","properties":{"Category":"Spells","Name":"Floating Disk","Level":1,"Range":"30 feet","Ritual":"Yes","School":"Conjuration","Target":"An unoccupied space of your choice that you can see within range","Classes":"Wizard","Duration":"1 hour","Material":"A drop of mercury","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":9,"data-description":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.<br />The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.<br />If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Florafetter","description":"1st-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 minute A plant bursts from the ground at the feet of one creature you can see within range. The target must succeed on a dexterity saving throw or the target is restrained as the plant magically wraps around its legs or body. A creature restrained by the plant can use its action to make a strength check against your spell save dc. On a success, it frees itself, and the plant wilts away. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Flowering","description":"You call forth fragrant flowers from an inanimate object. If the object is held by an unwilling creature, that creature can make a Dexterity saving throw to negate the effect. If sustained for 1 minute, the flowers give forth a pleasing scent and may attract bees, hummingbirds, or other pollinators.","properties":{"Category":"Spells","Level":"Cantrip","School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Flowering","description":"Transmutation cantrip Casting time: 1 action Range: 20 feet Components: v Duration: concentration, up to 1 minute You cause fragrant flowers to grow from a nonmagical, inanimate object. If the object is held by an unwilling creature, that creature can make a dexterity saving throw to negate the effect. If sustained for the full duration, the flowers give forth a pleasing scent and may attract bees, hummingbirds, or other pollinators. If the object can’t normally sustain living flowers, the flowers wilt away after 24 hours.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fluctuating Alignment","description":"You channel the force of chaos to taint your target’s mind. A target that fails to make a successful Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll anew every minute of the spell's duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not, in and of themselves, make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways. Alignment Fluctuation d20 Alignment 1-2 Chaotic good 3-4 Chaotic neutral 5-7 Chaotic evil 8-9 Neutral evil 10-11 Lawful evil 12-14 Lawful good 15-16 Lawful neutral 17-18 Neutral good 19-20 Neutral","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fluctuating Alignment","description":"You channel the force of chaos to taint your target’s mind. A target that fails to make a successful Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll anew every minute of the spell's duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not, in and of themselves, make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways. Alignment Fluctuation d20 Alignment 1-2 Chaotic good 3-4 Chaotic neutral 5-7 Chaotic evil 8-9 Neutral evil 10-11 Lawful evil 12-14 Lawful good 15-16 Lawful neutral 17-18 Neutral good 19-20 Neutral","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment (Chaos)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Fluctuating Alignment","description":"4th-Level Enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways. Alignment Fluctuation d20 Alignment 1–2 Chaotic good 3–4 Chaotic neutral 5–7 Chaotic evil 8–9 Neutral evil 10–11 Lawful evil 12–14 Lawful good 15–16 Lawful neutral 17–18 Neutral good 19–20 Neutral","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Flurry","description":"A flurry of snow surrounds you in a 5-foot radius. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks. The same penalty applies to attack rolls into, out of, or through the area.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Flurry","description":"A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Flurry","description":"1st-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a fleck of quartz) Duration: 1 round A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Flurry of Icicles","description":"You create a freezing volley of sharp icicles. When you cast this spell, you choose what shape the effect takes: Cone. The icicles fly from your hands in a 15-foot cone. Line. The icicles shoot from your hands in a line 30 feet long and 5 feet wide. Cube. The icicles fall from above in a 10-foot-cube centered on a point you can see within 30 feet of you. Each creature in the chosen area must make a Dexterity saving throw. A creature takes 2d6 piercing damage and 2d6 cold damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Fly","description":"You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fly","Level":3,"Range":"Touch","School":"Transmutation","Target":"A willing creature","Classes":"Artificer, Sorcerer, Warlock, Wizard","Duration":"Up to 10 minutes","Material":"A wing feather from any bird","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":5,"data-description":"You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fly","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a wing feather from any bird) Duration : Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fly","Level":3,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fly","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a wing feather from any bird) Duration : Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Fly","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fly","description":"You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the talent ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Ranks. When you use this power at rank 4 or higher, you can target one additional creature for each rank above 3.","properties":{"Category":"Spells","Level":3,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fly","description":"Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing creature . For the duration , the target gains a Fly Speed of 60 feet and can hover . When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","properties":{"Category":"Spells","School":"Transmutation","Name":"Fly","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fly","description":"Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Fly\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fly\\\",\\\"description\\\":\\\"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a feather\\\"}}\"},{\"name\":\"Fly Upcast\",\"parent\":\"Fly\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":\\\"\\\",\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You can target one additional creature for each slot level above 3rd.\\\",\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Fly Condition\",\"parent\":\"Fly\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Fly\\\",\\\"description\\\":\\\"For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.\\\"}\"},{\"name\":\"Fly Speed\",\"parent\":\"Fly Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Fly\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":60}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Fly","data-description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Touch","Components":"V S M","Material":"a feather","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Focus","description":"You point a finger at a target in range. Your magic focuses on the target, disrupting the target’s defenses against magic. On your next turn, the target has disadvantage against the first spell you cast that targets only the target creature, provided that this spell hasn’t ended.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Fog Cloud","description":"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured . It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.","properties":{"Category":"Spells","Name":"Fog Cloud","Level":1,"Range":"120 feet","School":"Conjuration","Target":"A point within range","Classes":"Druid, Ranger, Sorcerer, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":8,"data-description":"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fog Cloud","description":"1st-Level Conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.","properties":{"Category":"Spells","Name":"Fog Cloud","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fog Cloud","description":"Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range . The Sphere is Heavily Obscured . It lasts for the duration or until a strong wind (such as one created by Gust of Wind ) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Name":"Fog Cloud","Level":1,"Casting Time":"Action","Components":"V S","data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fog Cloud","description":"Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind ) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Fog Cloud\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Fog Cloud\\\",\\\"description\\\":\\\"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Fog Cloud Description Upcast 2\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":2,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 40-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 3\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 60-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 4\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 80-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 5\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 100-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 6\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 120-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 7\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 140-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 8\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 160-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud Description Upcast 9\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You create a 180-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 2\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":2,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"40 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 3\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"60 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 4\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"80 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 5\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"100 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 6\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"120 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 7\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"140 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 8\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"160 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Fog Cloud AOE Size Upcast 9\",\"parent\":\"Fog Cloud\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"180 ft radius\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Fog Cloud","data-description":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.","data-CastNum":2,"data-RangeNum":120,"data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Fog of War","description":"4th-Level Illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it—friend or foe—the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fog Of War","description":"You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it—friend or foe—the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Food Coma","description":"You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour , drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies. You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment (ritual)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fool's Gold","description":"Conjuration cantrip Casting Time: 1 action Range: Touch Components: M (1 gold coin) Duration: Concentration, up to 24 hours When you cast this spell, you enchant the coin you used as the material component for this spell. At any point before the spell ends, you can summon the coin back to your hand. Doing so ends the spell.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Forbiddance","description":"6th-Level Abjuration (ritual) Casting Time : 10 minutes Rang e: Touch Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) Duration : 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t tele⁠port into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.","properties":{"Category":"Spells","Name":"Forbiddance","Level":6,"School":"Abjuration","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Forbiddance","description":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel , and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following - celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.","properties":{"Category":"Spells","Name":"Forbiddance","Level":6,"Range":"Touch","Ritual":"Yes","School":"Abjuration","Target":"See text","Classes":"Cleric","Duration":"1 day","Material":"A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":-7,"data-DurationNum":21,"data-description":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.<br />In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).<br />When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.<br />The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Forbiddance","description":"Malefic word, e nchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a malefic Word of Power that weaves itself around one creature in range, shackling its very soul. The target makes a Charisma saving throw. If it fails, you may choose one of the following actions: Attack (including Multiattack), Cast a Spell, Dash, or Use an Object. Until the end of your next turn, when the target performs the chosen action, it takes 1d12 psychic damage. If the target succeeds, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (1 vitality): Until the end of your next turn, when the target performs the action chosen when you cast this malefic word, it takes 1d12 psychic damage, plus an additional 1d12 damage for each turn this malefic word’s baleful echoes have been maintained. Feedback: The word you summoned snaps back, tangling around your own soul. For one minute, when you cast a malefic word, you suffer 1d12 psychic damage.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Forbiddance","description":"Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration , creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","properties":{"Category":"Spells","School":"Abjuration","Name":"Forbiddance","Level":6,"Casting Time":"10 minutes or Ritual","Components":"V S M","Damage Type":"Radiant or Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Forbiddance","description":"Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Forbiddance\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Forbiddance\\\",\\\"description\\\":\\\"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\\\\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\\\\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\\\\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"10 minutes or Ritual\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 day\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"ruby dust worth 1,000+ GP\\\"}}\"},{\"name\":\"Forbiddance Condition\",\"parent\":\"Forbiddance\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Forbiddance\\\",\\\"description\\\":\\\"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\\\"}\"},{\"name\":\"Forbiddance Free Attack\",\"parent\":\"Forbiddance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Forbiddance - Blocked Creature\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Forbiddance Damage\",\"parent\":\"Forbiddance Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant or Necrotic\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Forbiddance","data-description":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\nYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\nThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","Level":6,"Casting Time":"10 minutes or Ritual","Ritual":"Yes","Duration":"1 day","Range":"Touch","Components":"V S M","Material":"ruby dust worth 1,000+ GP","data-AttackType":"Spell Attack","Damage":"5d10","Damage Type":"Radiant or Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Force Blast","description":"You unleash a bolt of mystical power at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"180 feet"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Force Bolt","description":"An energy beam shoots from your hands, striking a creature within range and exploding on impact. Make a ranged channeling attack against the target. On a hit, the target takes 1d10 points of force damage. This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Force Buckler","description":"Abjuration cantrip Casting Time: 1 bonus action Range: Self Components: V, S, M (a specially prepared gauntlet worth at least 5 gp) Duration: 1 round You summon a translucent yet visible field of force, which springs forth from the prepared gauntlet. Until the start of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Force Dart","description":"Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a specially prepared gauntlet worth at least 5 gp) Duration: Instantaneous You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Force Field","description":"You create an invisible barrier at a point you choose within range. The barrier can be placed in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10‑foot by 10‑foot panels. Each panel must be contiguous with another panel. In any form, the barrier is 1/4 inch thick. It lasts for the duration. If the barrier cuts through a creature’s space when it appears, the creature is pushed to one side of the barrier (your choice which side). Nothing can physically pass through the barrier. It is immune to all damage and can’t be undone by unravel effect . The barrier can be destroyed, however, through either the disintegrate talent or sorium-forged gear producing the same effect. The field also blocks extradimensional movement such as the effect from the intangible form power.","properties":{"Category":"Spells","Level":5,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Force of the Sky Emerald","description":"You reach up into the sky, and call for the power of the Sky Emerald. During the day, you shoot flames from your hands, inflicting fire damage. At night, you cast a freezing beam of moonlight, inflicting cold damage. Each creature standing in the line of effect has to make a Dexterity Saving Throw. On a failed save, the target suffers 3d6 points of damage, or half the damage on a successful save. Flammable objects affected by fire damage and not worn or carried are ignited by the spell. At Higher Level. You can cast this spell using a spell slot of 2nd level or higher. For each level above the 1st, the inflicted damage increases by 1d6. GM Info. While the spell was developed by inhabitants of Ashandri, it works on other worlds, too - as long as there is an equivalent of a sun and a moon.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":17295,"Components":"V, S, M","Damage Type":"fire or cold","Casting Time":"1 action"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Force Prison","description":"You create an immobile, invisible, cube-shaped prison composed of repelling force around an area you choose within range. The prison is shaped like a box and can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any esper powers being used into or out from the area. When you use this power, any creature that is completely inside the prison’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the prison can’t leave it by mundane means. If the creature tries to use teleportation or dimensional travel to leave the prison, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the prison. On a failure, the creature can’t exit the prison and wastes the use of the power or effect. This power can’t be unraveled by unravel effect .","properties":{"Category":"Spells","Level":7,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Force Weapon","description":"Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, S, M (a specially prepared gauntlet worth at least 5 gp) Duration: 1 round You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack. You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Forcecage","description":"An immobile, invisible , cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane , blocking ethereal travel. This spell can't be dispelled by dispel magic .","properties":{"Category":"Spells","Name":"Forcecage","Level":7,"Range":"100 feet","School":"Evocation","Target":"An area you choose within range","Classes":"Bard, Warlock, Wizard","Duration":"1 hour","Material":"Ruby dust worth 1,500 gp","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":100,"data-DurationNum":9,"data-description":"An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.<br />A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.<br />A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.<br />When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.<br />A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.<br />This spell can’t be dispelled by dispel magic.","data-RangeAoe":"100 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Forcecage","description":"7th-Level Evocation Casting Time : 1 action Rang e: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration : 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by dispel magic .","properties":{"Category":"Spells","Name":"Forcecage","Level":7,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Forcecage","description":"Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour An immobile, Invisible , Cube -shaped prison composed of magical force springs into existence around an area you choose within range . The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw . On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by Dispel Magic .","properties":{"Category":"Spells","School":"Evocation","Name":"Forcecage","Level":7,"Casting Time":"Action","Components":"V S M","Save":"Charisma","data-RangeAoe":"100 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Forcecage","description":"Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by Dispel Magic .","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Charisma Save","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Forcecage\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Forcecage\\\",\\\"description\\\":\\\"An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\\\\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. 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The cage also extends into the Ethereal Plane, blocking ethereal travel.\\\\nThis spell can't be dispelled by Dispel Magic.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"100 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"ruby dust worth 1,500+ GP, which the spell consumes\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Forcecage Attack\",\"parent\":\"Forcecage\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Forcecage - Teleportation Attack\\\",\\\"description\\\":\\\"If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"The creature doesn't exit the cage and wastes the spell or effect.\\\",\\\"onSucceed\\\":\\\"The creature can use that magic to exit the cage.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Forcecage","data-description":"An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\nThis spell can't be dispelled by Dispel Magic.","Level":7,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"100 feet","Components":"V S M","Material":"ruby dust worth 1,500+ GP, which the spell consumes","data-CastNum":2,"data-RangeNum":100,"Save":"Charisma","data-RangeAoe":"100 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Forced Aneurysm","description":"You focus on a creature you can see within range and take control of a portion of blood within the targets brain, at this point you cause the blood to clot profusely, stemming the flow of blood to the brain and causing an aneurysm. A creature can make a constitution saving throw vs your spell save DC to attempt to throw off your control of their blood. On a failed throw, the target takes 10d8 damage to its HP. This damage cannot be negated by resistances or immunities. Additionally, the target becomes paralysed for 4 turns. On a successful save, the target takes half damage and is not paralysed. This spell has no effect on creatures without blood and/or brains, or undead.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"60 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Forced Chaos Surge","description":"You interrupt a creature in the process of casting a spell and force it to roll a Concentration check against your spell DC. If the creature fails, it must roll on the Chaos Magic Surge table. Chaos Magic Surge d100 Effect 01–02 You fall unconscious. You remain so for 24 hours, or until you take damage, or a creature uses its action to shake or slap you awake. 03–04 You cast confusion as a 6th-level spell, centered on yourself. You must also make the saving throw and are affected by the spell on a failed save. The effect lasts for 1 minute and does not require concentration. 05–06 1d100 goodberries (as if produced by the goodberry spell) spill from the sky above you. They remain for 1 hour, after which any unconsumed berries disappear. 07–08 Scrawled, graffiti-like tattoos appear across your skin. The tattoos are in Abyssal, Deep Speech, or Celestial (GM’s choice) and are all expressions of profanity. A remove curse spell ends this effect. 09–10 Your arms become black tentacles for 1 minute. You drop any weapons or items you were holding. In this form, your unarmed strikes are magical, you are proficient with them, they deal 1d6 slashing damage, and you have a reach of 10 feet. 11–12 You cast barkskin on yourself. 13–14 An ethereal kitten controlled by the GM appears in an unoccupied space within 5 feet of you. It remains for 1 minute, then disappears in a puff of pink glitter. 15–16 You smell like rotten fish for the next 24 hours. 17–18 You cast chain lightning , targeting a creature of your choice within range. 19–20 Oversized, unblinking eyes appear in the air above you and remain for 1 hour. They cannot be harmed. They follow you no matter where you go and stare down at you, watching your every move. You cannot take a short or long rest for the duration. 21–22 The ground splits open and a tree grows in your space, shoving you harmlessly into an unoccupied space within 5 feet. The tree is 3 feet in diameter and stands 40 feet tall, and its branches span a 30-foot radius. If a ceiling or other structure would impede the growth of the tree, it magically grows through the obstacle without breaking it. 23–24 A rat appears in your pack. 25–26 Up to six creatures of your choice within 30 feet of you each regain hit points equal to your spellcasting ability modifier. 27–28 Up to six creatures of your choice within 30 feet of you each take psychic damage equal to your spellcasting ability modifier. 29–30 The ambient temperature within a 1-mile radius of you drops by 15 degrees for 24 hours. 31–32 The smell of ozone fills the space around you, and a bolt of lightning splits the skies. You take 3d10 lightning damage and are stunned until the end of your next turn. 33–34 Every creature within 15 feet of you, including yourself, is under the effect of a haste spell until the end of its next turn. 35–36 Every creature within 15 feet of you, including yourself, is under the effect of a slow spell until the end of its next turn. 37–38 You cast black tentacles on a 20-foot square you can see within range. 39–40 You cast no reflection. 41–42 A second head sprouts on your shoulder beside your own head. The head looks exactly like your original, except the eye sockets are empty black voids, and the head screams continuously. You gain advantage on Wisdom (Perception) checks that rely on sight and disadvantage on Dexterity (Stealth) checks. A remove curse spell ends this effect. 43–44 Pyrotechnics shoot 80 feet into the air above you and explode in a flash of light and sound that can be seen and heard up to 5 miles away. 45–46 You cast invisibility on yourself. 47–48 You gain a minor lactose intolerance if you do not already have one. A lesser restoration spell ends this effect. 49–50 You cast fire shield on yourself. 51–52 Your tongue becomes forked. 53–54 You become Tiny for 1 minute. Everything you are wearing and carrying reduces in size along with you. Your speed is halved, your weapon attacks do 2d4 less damage (minimum of 1), and you have disadvantage on Strength checks and Strength saving throws until the effect ends. 55–56 A zoog swarm (see Chapter 5 ) controlled by the GM appears in your space. 57–58 Clouds fill the sky above you in a 300-foot radius around your location. At the start of your next turn, a heavy rain begins to fall, and it continues for 1 minute. 59–60 You are stunned until the end of your next turn as you spend the next round vomiting up teeth. 61–62 You heal 2d4 hp and gain advantage on your next attack roll, saving throw, or ability check. 63–64 You disappear and instantly reappear in an unoccupied space 30 feet away in a random direction. 65–66 Your tongue elongates and sharpens to a point. You can attack with it as an action, using it as an unarmed strike with a reach of 10 feet. On a hit, you deal 1d4 piercing damage, and you regain the same amount of hit points. This effect lasts for 1 minute. 67–68 A vial of an oil-like potion appears in your inventory and remains for 1 minute. During this time, a creature can consume the vial’s contents. To determine the effect on the drinker, roll a d4: (1) it regains 4d6 hp; (2) it takes 5d6 psychic damage; (3) it gains resistance to all damage types for 1 hour; or (4) it gains 1 level of exhaustion. 69–70 You hear voices whispering in your head for the next hour. You can’t understand what they’re saying, but you feel compelled to listen. You gain disadvantage on attack rolls, ability checks, and saving throws for the duration. 71–72 Fragrant, blood-red flowers sprout beneath your feet. When you walk, they grow up in your wake. A remove curse spell ends this effect. 73–74 A silver platter piled with enough food to feed five creatures appears in an unoccupied space within 5 feet of you. 75–76 You cast polymorph on yourself. On a failed save, you turn into a frog for 1 hour. 77–78 The ground in a 10-foot radius centered on you turns into 2-foot-deep purple muck. It is considered difficult terrain. 79–80 For the next hour, whenever you speak, laughter fills the air around you. 81–82 You cast haste on a creature of your choice that you can see. 83–84 Shimmering black butterflies appear in your space and remain clustered about you for 1 minute. They obscure the space around you, making it hard to see. For the duration, attacks against you are made with disadvantage, and you have disadvantage on your attack rolls. 85–86 You grow an extra finger on each hand. 87–88 A gelatinous cube falls from the sky and lands with a splat in an unoccupied space within 20 feet of you. It is confused and hostile. 89–90 Your skin becomes coated in a fine layer of glitter. It never seems to wash off, no matter how many times you bathe, and prestidigitation has no effect. 91–92 A chaos drake (see Chapter 5 ) appears in an unoccupied space you can see within 5 feet of you. It is friendly toward you and your allies. It remains until it is reduced to 0 hp, whereupon it vanishes. 93–94 Your eyes protrude from their sockets on long eyestalks, allowing you to look in more than one direction at a time, including behind yourself. You have advantage on Wisdom (Perception) checks relying on sight, and you cannot be surprised. After 24 hours, your eyeballs return to their sockets with a wet popping sound, and the effect ends. 95–96 A black spot appears on the palm of your hand. 97–98 You can pinpoint the exact location of every dog within a half-mile of you. 99–100 You cast wish .","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":25357,"Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Forced Evolution","description":"","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":21300,"Components":"V, S, M","Casting Time":"8 hours"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Forced Reposition","description":"One creature of your choice that you can see within range is teleported to an unoccupied space you can see up to 60 feet above you. The space can be open air or a balcony, ledge, or other surface above you. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A creature teleported to open air immediately falls, taking falling damage as normal, unless it can fly or it has some other method of catching itself or preventing a fall. A creature can’t be teleported into a solid object. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The targets must be within 30 feet of each other when you target them, but they don’t need to be teleported to the same locations.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Expansion":16832,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Forceful Repurposing","description":"You attempt to hijack a spell being cast and redirect it to serve your purpose. If the spell is being cast with a spell slot of 3rd level or lower, you choose the target or targets for the spell instead of its caster. If the spell is being cast with a spell slot of 4th level or higher, make an ability check using your spellcasting ability against a DC of 12 + the spell’s level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster’s ability and the range of the spell, but using your distinctions for friendly and hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it works automatically (no check required) against a spell being cast that uses a spell slot of the same level or a lower one.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (apocalypse)","Expansion":5764,"Components":"S","Casting Time":"1 reaction, which you take when you see a creature within range casting a spell","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Forceful Repurposing","description":"3rd-level abjuration Casting time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: s Duration: instantaneous You attempt to hijack a spell being cast and redirect it to serve your purpose. Make an ability check using your spellcasting ability against a dc of 13 + the spell’s level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster’s ability and the range of the spell, but using your distinctions for friendly and hostile creatures.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Forecast","description":"6th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a glass thermometer and a copper weathervane) Duration: 24 hours You predict that you’re going to cast a spell within the next 24 hours and send your future self the power to cast it. Choose a spell of 5th level or lower that you know or have prepared and that has a casting time of 1 action, then expend a spell slot of the spell’s level or higher to forecast it. Once before the spell ends, you can cast the forecasted spell without expending a spell slot, at which time you lose it as your forecasted spell. You also lose the spell as your forecasted spell if you cast this spell again.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Foreshadow","description":"4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a quill pen tipped with wet ink) Duration: Concentration, up to 1 minute Choose a creature you can see within range, peering into its near future and allowing yourself to see a shadow of its coming actions until the spell ends. The first time each turn that you make an attack roll against the target or it forces you to make a saving throw, you make the roll with advantage. Additionally, the first time each turn that the target makes an attack roll or ability check against you, it makes the roll with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose one additional creature you can see within range for each slot level above 4th. You gain the effects of the spell against each target.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Foresight","description":"9th-Level Divination Casting Time : 1 minute Rang e: Touch Components: V, S, M (a hummingbird feather) Duration : 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on a⁠ttack rolls against the target for the du⁠ration. This spell immediately ends if you cast it again before its duration ends.","properties":{"Category":"Spells","Name":"Foresight","Level":9,"School":"Divination","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Foresight","description":"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.","properties":{"Category":"Spells","Name":"Foresight","Level":9,"Range":"Touch","School":"Divination","Target":"A willing creature","Classes":"Bard, Druid, Warlock, Wizard","Duration":"8 hours","Material":"A hummingbird feather","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.<br />This spell immediately ends if you cast it again before its duration ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Foresight","description":"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This effect immediately ends if you activate this power again before its duration ends.","properties":{"Category":"Spells","Level":9,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Foresight","description":"Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration , the target has Advantage on D20 Tests , and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.","properties":{"Category":"Spells","School":"Divination","Name":"Foresight","Level":9,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Foresight","description":"Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Druid, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":9,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Foresight\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Foresight\\\",\\\"description\\\":\\\"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. 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For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.","Level":9,"Casting Time":"1 minute","Duration":"8 hours","Range":"Touch","Components":"V S M","Material":"a hummingbird feather","data-CastNum":4,"data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Forest Affinity","description":"The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll. The spell ends if you attack or cast a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.","properties":{"Category":"Spells","Level":1,"School":"Illusion","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Forest Affinity","description":"1st-Level Illusion Casting Time: 1 action Range: Self Components: S, M (a raven’s feather or a bit of panther fur) Duration: Concentration, up to 1 hour The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll. The spell ends if you attack or cast a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Forest Native","description":"While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Forest Native","description":"While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the forest. For the duration of the spell, if the creature is within the forest, difficult terrain composed of natural, nonmagical vegetation doesn’t cost it extra movement. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.","properties":{"Category":"Spells","Level":1,"School":"transmutation (forest-bound)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Forest Native","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a clump of soil from a forest) Duration: 1 hour While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Forest of Dread","description":"Forest of Dread 5th-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You touch the ground under you and 20-foot-tall tree-like bones sprout from the ground in a 30-foot radius centered on you. Each creature of your choice in the radius must make a Dexterity saving throw, taking 4d8 piercing damage on a failure, or half as much damage a success. For the duration, the area becomes difficult terrain, and when a creature moves into or within the area, it takes 2d8 piercing damage for every 5 feet it travels; you are immune to this effect. The forest of dread provides half cover to any creatures inside the area. The bones disintegrate when the spell ends.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Forest of Spears","description":"5th-Level Evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a sliver of stone) Duration: Concentration, up to 1 minute A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition. A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself. For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that’s enough to free a restrained creature or clear the section of spears.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Forest Of Spears","description":"A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition. A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself. For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that’s enough to free a restrained creature or clear the section of spears.","properties":{"Category":"Spells","Save":"Dexterity ","Level":5,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Forest Sanctuary","description":"While in a forest, you create a protective, 200-foot cube on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, meteor swarm, or ley storm. Such spells can’t be cast while the spellcaster is within the cube. An elemental creature with storm-like traits (such as an elemental lord’s Tempest trait) has those traits suppressed while within the area. You can create a permanently protected area by casting this spell at the same location every day for one year.","properties":{"Category":"Spells","Level":9,"School":"abjuration (forest-bound)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Forest Sanctuary","description":"While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can’t be cast while the spellcaster is in the cube. You can create a permanently protected area by casting this spell at the same location every day for one year.","properties":{"Category":"Spells","Level":9,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Forest Sanctuary","description":"9th-Level Abjuration Casting Time: 1 minute Range: 300 feet Components: V, S, M (a bowl of fresh rainwater and a tree branch) Duration: 24 hours While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can’t be cast while the spellcaster is in the cube. You can create a permanently protected area by casting this spell at the same location every day for one year.","properties":{"Category":"Spells","Level":9,"School":"abjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Foretell Distraction","description":"Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.","properties":{"Category":"Spells","Level":1,"School":"Divination (temporal)","Expansion":5764,"Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Foretell Distraction","description":"1st-level divination (bard, cleric, ranger, sorcerer, warlock, wizard) Casting Time : 1 bonus action Range : Self Components : S Duration : Instantaneous Thanks to your foreknowledge, you know just when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed less than 10 for any other reason). This doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Foretell Distraction","description":"1st-Level Divination Casting Time: 1 bonus action Range: Self Components: S Duration: Instantaneous Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a Speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Forge Automaton","description":"Activation of this power requires the bodies of up to three deactivated constructs or up to nine square feet of scrap metal or mechanical parts. For each construct body or three feet of material, you forge an alphalite that is under your control. (The GM has game statistics for these creatures.). With enough material, you can create up to three creatures with this power. As a bonus action on each of your turns, you can mentally command any creature you created with this power if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular building or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must use this power on the creature before the current 24-hour period ends. This use of the power reasserts your control over up to three creatures you have created with this power, rather than forging new ones. At Higher Ranks. When you use this power at rank 7, you can forge or reassert control over four alphalites. At rank 8, you can forge or reassert control over five alphalites or two gamaroids. At rank 9, you can forge or reassert control over six alphalites, three gamaroids, or two cirrus mecharoids.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Forge Vehicle","description":"You assemble a temporary land vehicle of your choice between a bike (motorcycle) and car, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its type and can carry up to four medium sized creatures. The vehicle can bear whatever description you choose, but its shape is dependent on the number of passengers it can hold. A bike that holds up to four, for example, would appear elongated or with a wider seat, while a car that holds two would appear shorter or have a small frame. You have a mental link with the forged vehicle that gives you automatic knowledge of its function. While driving the vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. If the vehicle is destroyed or disabled, it disappears completely. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can only have one forged vehicle at a time with this power. Its stats can’t be altered with vehicle mods. At Higher Ranks. When you use this power at rank 4 or higher, you can create a land or waterborne (surface) vehicle that can hold up to six medium creatures. When you use this power at rank 5 or higher, you can create an airborne, hover, or underwater vehicle that can hold up to ten medium creatures.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Forgettable","description":"1st-level enchantment Casting time: 1 action Range: 30 feet Components: s Duration: 1 hour You and up to two other willing creatures you can see within range are surrounded by a magical field that prevents others from forming concrete memories of you. Until the spell ends, a creature that interacts with a target for less than 1 minute and in a way that isn’t impactful remembers the target only passingly and with only vague details. An impactful interaction includes combat, being loud in a quiet crowd, or other interaction that might be particularly memorable, such as being the only person in drab, brown clothing at a noble’s extravagant, colorful ball. At the gm’s discretion, other interactions might be impactful to a creature based on that creature’s personality, occupation, or other factors, such as a target giving a gold coin to a beggar who hasn’t eaten in days. The spell causes brief, non-impactful interactions with the targets to be fleeting, vague memories. It doesn’t change a target’s appearance or create any other form of disguise that might help a target avoid notice. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Form of Shadow","description":"You suffuse yourself with shadow-essence, which bestows upon you the amorphous trait: you can move through a space as narrow as 1 inch without squeezing. Additionally, while under the effects of this spell and in dim light or darkness, you can Hide as a bonus action.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Form of the Gods","description":"9th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a holy symbol) Duration: Concentration, up to 1 hour By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block): Your size becomes Large, unless you were already at least that big. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice. You gain a Multiattack action option, allowing you to make two slam attacks and a bite. Your ability scores change to reflect your new form, as shown in the stat block. You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form. Avatar Form Large celestial, unaligned Armor Class 17 Hit Points 189 (18d10 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, plus one additional type Senses darkvision 60 ft., passive Perception 13 Languages speaks all languages known in previous form Challenge 18 (20,000 XP) Proficiency Bonus +6 Awesome Presence. Each creature of your choice within 60 feet of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once a creature makes a successful saving throw, that creature is immune to your Awesome Presence for 24 hours. Actions Multiattack . You make two slam attacks and one bite attack. Bite . Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage. Slam . Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Form Of The Gods","description":"By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block). Your size becomes Large, unless you were already at least that big. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice. You gain a Multiattack action option, allowing you to make two slam attacks and a bite. Your ability scores change to reflect your new form, as shown in the stat block. You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.","properties":{"Category":"Spells","Level":9,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Form Of The Gods","description":"By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an Avatar Form.","properties":{"Category":"Spells","Level":9,"School":"Transmutation (Hieroglyph)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Forsaken Chains","description":"1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a length of chain) Duration: Concentration, up to 1 minute You gesture at a creature within range and three ghostly manacles and chains spring from the ground, latching onto the creature. Each time the creature moves 5 feet, one of the chains breaks and the creature takes 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional chains latch onto the creature per slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":20542,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Fortify","description":"Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You make a sign of protection in the air before you. When you do, you gain 1d6 temporary hit points. While you have any temporary hit points remaining from this spell, you lose 1 at the start of each of your turns. The temporary hit points granted by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Damage Type":"temporary hit points","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Fortify Soul","description":"You resist external influences to your soul through your unbreaking faith. You gain immunity to any effect that would influence your soul (such as the magic jar spell or a hag’s nightmare haunting ability).","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":17604,"Components":"V,S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Fortitude","description":"You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fortitude","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fortuity Conflux","description":"2nd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a broken watch hand) Duration: 8 hours You touch a creature and grant it the ability to undo a critical mistake. The first time the target rolls a 1 on an ability check or attack roll, the target instead rolls the d20 again with a +10 bonus, and the spell ends.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Fortune's Favor","description":"2nd-level divination Casting Time : 1 minute Rang e: 60 feet Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes) Durati on: 1 hour You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination","Expansion":29448,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Fortune’s Favor","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 2nd-Level Divination Casting Time : 1 minute Rang e: 60 feet Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes) Duration : 1 hour You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5016,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Fortunes Form","description":"Fortune’s Form 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (eye of a beast) Duration: Concentration, up to 8 hours For one hour you create and mentally control a fylgja—a supernatural creature that represents you at a primal level. The first time you cast this spell you declare what your fylgja is—any beast; large size or smaller. From then on, any time you cast this spell, this is your fylgja. Your fylgja form is invisible and can move through any surface no thicker than 10 feet. All fylgja may also fly (hover) at their current walking or flying speed (whichever is higher). It is immune to all conditions except Invisible or Frightened. Your fylgja form may only be damaged by magical attacks and spells. If it is damaged, you may choose to take the damage instead. There are several additional benefits of the form. While in your fylgja form if you see any Humanoid, you also see its fylgja floating beside it. This provides insight into the target’s personality and alignment. And, at any point in the future, if you battle a foe for whom you know their fylgja, you have advantage on all attack actions and saving throw rolls against that opponent. As well, you may use a bonus action to make your fylgja use one of its physical attacks (unarmed strike, bite, claw, or tail). The attack is made with your spell modifier to hit and delivers the damage in the stat block for that creature, but it is delivered as force damage and no additional effects (such as poison damage or conditions such as grappled) are delivered to the target. The fylgja remains invisible if its attack misses or does not cause damage. However, the spell immediately ends if the attack does deliver damage to the target. Finally, you use a bonus action to swap locations with the fylgja as if you both teleported (any spell that prevents teleportation prevents the use of this effect). If at any time, and for any reason, the spell ends, the fylgja disappears and you are teleported to your original location. If your fylgja is more than 1 mile away from you when the spell ends, you take 6d8 psychic damage. Forms of the Fylgja The game master has a table to help them determine the fylgja forms of NPCs.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Fount of Moonlight","description":"Level 4 Evocation (Bard, Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes A cool light wreathes your body for the duration , emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit. In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw . On a failed save, the creature has the Blinded condition until the end of your next turn.","properties":{"Category":"Spells","School":"Evocation","Name":"Fount of Moonlight","Level":4,"Casting Time":"Action","Components":"V S","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fountain of Blood","description":"","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Fractured Shell","description":"Fractured Shell 1st-level transmutation (warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S, M (a porcupine's carapace) Duration: Concentration, up to 10 minutes You touch a willing creature, forcing spiked bone plates to grow and pierce through its skin. It takes 1 point of piercing damage. For the duration of the spell, the first time each turn that the target is hit with a melee attack, the attacking creature takes 2d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to attacking creatures increases by 1d4 for each slot level above 1st. If you use a spell slot of 5th level or higher, the spell doesn’t require concentration.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":27461,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Frailform","description":"You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can’t hold weapons weighing more than 3 pounds, its speed is halved, and it can’t take reactions. The creature’s Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally. An affected creature can repeat the saving throw after it finishes a long rest, ending the effect on a success. The effect can also be ended by greater restoration, wish, or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Enchantment (apocalypse)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frailform","description":"8th-level enchantment Casting time: 1 action Range: 120 feet Components: v, s, m (a mummified heart encased in amber, worth at least 1,500 gp) Duration: instantaneous You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful constitution saving throw; on a failure, its strength and dexterity are both reduced to 1. While its strength and dexterity are reduced in this way, the creature can’t hold weapons weighing more than 3 pounds, its speed is halved, and it can’t take reactions. The creature’s armor class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally. An affected creature can repeat the saving throw after it finishes a long rest, ending the effect on a success. The effect can also be ended by greater restoration, wish, or comparable magic.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"enchantment","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Frailty","description":"You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frailty","description":"Necromancy Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration:1 minute You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Free Throw","description":"1st-level transmutation Casting Time: 1 action Range: Self Components: S, M (a scrap of pigskin) Duration: 1 round As part of the casting of this spell, you throw a handheld object weighing 5 pounds or less. For the duration of the spell, you choose the object’s exact trajectory, up to 150 feet of distance. The object can navigate around obstacles and corners, and ignores half and three-quarters cover if it is directed at a creature. If the object strikes a creature, that creature must make a Dexterity saving throw or take 4d4 bludgeoning damage, or half as much on a successful save. The object stops moving after striking a creature or object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can throw with this spell increases by 5 pounds, and the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Expansion":26275,"Components":"S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Freedom of Movement","description":"You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain , and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained . The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled . Finally, being underwater imposes no penalties on the target's movement or attacks.","properties":{"Category":"Spells","Name":"Freedom of Movement","Level":4,"Range":"Touch","School":"Abjuration","Target":"A willing creature","Classes":"Artificer, Bard, Cleric, Druid, Ranger","Duration":"1 hour","Material":"A leather strap, bound around the arm or a similar appendage","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.<br />The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Freedom of Movement","description":"4th-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration : 1 hour You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s mov⁠ement or attacks.","properties":{"Category":"Spells","Name":"Freedom of Movement","Level":4,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Freedom of Movement","description":"Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creature . For the duration , the target’s movement is unaffected by Difficult Terrain , and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Name":"Freedom of Movement","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Freedom of Movement","description":"Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Freedom of Movement\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Freedom of Movement\\\",\\\"description\\\":\\\"You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\\\\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a leather strap\\\"}}\"},{\"name\":\"Freedom of Movement Condition\",\"parent\":\"Freedom of Movement\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Freedom of Movement\\\",\\\"description\\\":\\\"For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\\\"}\"},{\"name\":\"Freedom of Movement Defense Conditions\",\"parent\":\"Freedom of Movement Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Paralyzed\\\"}\"},{\"name\":\"Freedom of Movement Restrained Immunity\",\"parent\":\"Freedom of Movement Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Restrained\\\"}\"},{\"name\":\"Freedom of Movement Swim Speed\",\"parent\":\"Freedom of Movement Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Swim\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Freedom of Movement","data-description":"You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.","Level":4,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a leather strap","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Freedom of the Waves","description":"3rd-level conjuration You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw. If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Expansion":20583,"Components":"V, S,M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Freedom of the Winds","description":"5th-level abjuration Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed. When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Expansion":20583,"Components":"V, S,M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Freeze Blood","description":"When you cast freeze blood as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Freeze Blood","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You freeze a creature’s blood with a successful melee spell attack. The target must be a living creature with a circulatory system. For the duration, the target’s Speed is halved, and it takes 2d6 cold damage at the start of each of its turns. In addition, if it takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Freeze Potion","description":"A blue spark flies from your hand into a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The contents melt normally and are not otherwise harmed, but it’s not possible to consume them while they're frozen (they won't come out of the container). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st level.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V S","Casting Time":"1 reaction, which you take when you see a creature within range of the spell about to use a potion","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Freeze Potion","description":"A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature within range about to consume a liquid.","data-RangeAoe":"25 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Freeze Potion","description":"1st-Level Transmutation Casting Time: 1 reaction, which you take when you see a creature within range about to consume a liquid Range: 25 feet Components: V, S Duration: Instantaneous A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature within range about to consume a liquid"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Freeze Ray","description":"A frigid white beam of energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage and is restrained. At the end of each of the target’s turns, it can make a Strength saving throw against the spell. On a success, the spell ends. On a failure, the target takes 1d8 cold damage and is still restrained. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"evocation","Expansion":32309,"Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Freezing Burst","description":"You thrust your palms forward and shoot forth from your hands a burst of chilling wind that freezes the ground. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d4 cold damage on a failed save. The area of the spell becomes covered with slippery ice. Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a Dexterity (Acrobatics) check against your spell save DC or fall prone.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Freezing Fog","description":"The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and its area of effect is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it in one round. The fog is freezing cold; any creature that ends its turn in the fog takes 2d6 cold damage and gains a level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Conjuration (Rune)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Freezing Fog","description":"The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Freezing Fog","description":"3rd-Level Conjuration Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 5 minutes The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Freezing Sphere","description":"A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone , cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th","properties":{"Category":"Spells","Name":"Freezing Sphere","Level":6,"Range":"300 feet","Damage":"10d6","School":"Evocation","Target":"A point of your choice within range","Classes":"Wizard","Duration":"Instantaneous","Material":"A small crystal sphere","data-List":"false","Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":300,"data-DurationNum":0,"data-description":"A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.<br />If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.<br />You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.<br />At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.","Higher Spell Slot Die":"d6","Higher Spell Slot Dice":1,"data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Frenzied Bolt","description":"You direct a bolt of rainbow colors toward a creature of your choice within range. If it hits, the target takes 3d8 damage of a random type (determined by rolling on the Damage Type table; see Twisted Arcana under the entropy school in chapter 4). If your attack roll was odd (the roll itself, not the adjusted result), the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack, miss a target, or run out of potential targets. All targets must be within range from you. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by the spell, not once per bolt.","properties":{"Category":"Spells","Level":2,"School":"Evocation (Chaos)","Components":"V S","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Frenzied Bolt","description":"You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky. Random Damage Type d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.","properties":{"Category":"Spells","Level":2,"School":"Evocation (chaos)","Expansion":5764,"Components":"V, S","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frenzied Bolt","description":"You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt , requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell if you are particularly lucky—or unlucky. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt. Random Damage Type d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder","properties":{"Category":"Spells","Level":2,"School":"evocation","Expansion":16832,"Components":"V S","Damage Type":"see text","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Frenzied Bolt","description":"2nd-Level Evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky. Random Damage Type d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Frenzy","description":"6th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of fresh blood) Duration: Concentration, up to 1 minute With a gesture, you reduce a crowd to base instinct and violence. Choose a point you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw. On a failed save, a creature is frenzied for the duration. When a creature is frenzied, it draws a melee weapon, if it has one. A frenzied creature must use its action at the beginning of its turn to attack a creature within its reach. It uses a melee weapon, if it has one, or an improvised weapon or unarmed strike if it doesn’t. If multiple targets are within the creature’s reach, it chooses its target randomly. If there is no target within the creature’s reach, it attacks itself, against its own AC, dealing damage as normal on a hit. At the end of its turn, a frenzied creature can repeat its saving throw, ending the effect on itself early on a success.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Friends","description":"Enchantment Cantrip Casting Time : 1 action Rang e: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration : Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.","properties":{"Category":"Spells","Name":"Friends","Level":0,"School":"Enchantment","Expansion":5,"Components":"S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Friends","description":"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the effect ends, the creature realizes that you used your power to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it.","properties":{"Category":"Spells","Level":0,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Friends","description":"Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: S, M (some makeup) Duration: Concentration, up to 1 minute You magically emanate a sense of friendship toward one creature you can see within range . The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration . The target succeeds automatically if it isn’t a Humanoid , if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll , deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.","properties":{"Category":"Spells","School":"Enchantment","Name":"Friends","Level":0,"Casting Time":"Action","Components":"S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Frightful Shout","description":"1st-level enchantment Casting time: 1 action Range: 30 feet Components: v, m (a tuft of fur from a celestial canine) Duration: instantaneous When casting this spell, you let out a terrible yell toward a creature you can see within range. If the target has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the target takes half the damage and isn’t frightened. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration of the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Frigid Blade","description":"Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a melee weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the attack deals cold damage instead of its normal type. Additionally, the target is covered in a brittle frost until the start of your next turn. If the target willingly moves before then, you can use your reaction to deal 1d8 cold damage to the target, ending the spell. At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Frigid Mist","description":"You create a 20-foot radius cloud of frosty mist centered on a point you choose within range. The mist spreads around corners. It lasts for the duration or until strong wind disperses the mist, ending its effect. Its area is heavily obscured. When a creature enters the mist’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. The mist moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. It leaves a thin trail of frost along any surface it touches. A creature killed within the mist becomes a frozen statue until it thaws. At Higher Ranks. When you use this power at rank 6 or higher, the damage increases by 1d8 for each rank above 5.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Elemental","Expansion":27051,"Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Frogskin","description":"You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again. Slimy . For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Frolicking Fountain","description":"5th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a conductor’s baton) Duration: Concentration, up to 1 minute You conjure a 5-foot cube of water that animates in a hypnotic motion in an unoccupied space within range. The water swirls for the duration, not leaving its space except to send small jets up to five feet into the air. Each creature within 60 feet other than you which sees the fountain must make a Wisdom saving throw or become charmed by you for the duration. While charmed by this spell, a creature must use its movement on each of its turns to get as close to the water as possible. A charmed creature can’t willingly move away from the fountain. At the end of its turn, a charmed creature can attempt the saving throw again, ending the effect on a success. Once a creature has succeeded on a save against this spell, it can’t be affected by the same instance of it again. If a creature is within 5 feet of the fountain, you can use a bonus action to command the water to lash out at that creature. Make a melee spell attack against the target. On a hit, the water deals 4d6 bludgeoning damage to the target. If the target is charmed by this spell, it can attempt the saving throw again after taking damage from it.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Frost Breath","description":"You exhale the words of the spell and a thin sheet of frost shoots forth from your lips. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d4 cold damage and its speed is reduced by 10 feet until the start of your next turn on a failed save, or half as much damage and no reduction to speed on a successful one. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Frost Coil","description":"You create a spiraling zone of freezing air and icy winds at a point of your choice within range. Each creature in a 10-foot cube centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. In addition, any creature that fails their saving throw cannot take any reactions until the start of your next turn. At Higher Ranks. When you use this power at rank 3 or higher, the damage (both initial and later) increases by 1d8 for each rank above 2.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Elemental","Expansion":27051,"Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Frost Fingers","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (15-foot cone) Components: V, S Duration : Instantaneous Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren’t being worn or carried.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Frost Fingers","description":"Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Frost Fold","description":"The air becomes an aura of frost encompassing a creature you can see within range. Make a ranged channeling attack against the target. On a hit, the target takes 1d8 points of cold damage, and its speed is reduced by 10 feet until the start of your next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Elemental","Expansion":27051,"Damage Type":"cold","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Frost Zone","description":"You unleash a streak of cold energy from your fingertips toward a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that solidifies at freezing temperatures (not including liquid-form creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your esper power save DC to break free. You can stop the energy from exploding after activating this power, if you wish. A small globe about the size of a grenade, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or fire it with a launcher (to the weapon’s normal range). It shatters on impact, with the same effect as the normal use of the power. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. At Higher Ranks. When you use this power at rank 7 or higher, the damage increases by 1d6 for each rank above 6.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Elemental","Expansion":27051,"Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Frostbite","description":"Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns. An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save. Creatures that are immune to cold damage are unaffected by frostbite. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frostbite","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Evocation","Expansion":6,"Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Frostbite","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Frostbite","description":"5th-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a strip of dried flesh that has been frozen at least once) Duration: Concentration, up to 1 minute Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s Speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns. An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save. Creatures that are immune to cold damage are unaffected by frostbite. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Frostbite (MHH)","description":"Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. If it succeeds, the spell has no further effect. If the saving throw fails, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns. An affected creature repeats the saving throw at the start of its turn. The effect ends when the creature makes its third successful save. Creatures that are immune to cold damage are unaffected by frostbite. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Evocation (Elemental)","Expansion":9,"Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Frostbitten Fingers","description":"You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands. After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frozen Razors","description":"Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half damage with a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (Elemental)","Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Frozen Razors","description":"Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Frozen Razors","description":"3rd-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (water from a melted icicle) Duration: Concentration, up to 1 minute Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half Speed until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Full Reconstruction","description":"You target a destroyed or deactivated automaton, construct, machine, vehicle, or electronic device that has been deactivated for no more than a century and has most of (at lt least three-quarters) its parts. You return the target to an optimal state before it was destroyed, returning it to full form and function with all its hit points or hull points. If the target is a standard scale starship, the ship is restored with full SI. However, this power does not restore fuel or sorium fuel tanks. This power has no effect on grand scale ships. Any small missing parts, hull damage, or corrosion due to age or weather are restored. Any operational irregularities within the machine are repaired.","properties":{"Category":"Spells","Level":8,"School":"Technique","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Full Restore","description":"You target a dead creature that has been dead for no more than 300 years, that didn’t die of old age, and that isn’t an automaton or construct. You reconstruct the target into an optimal state before its death, returning it to life with all its hit points. This power neutralizes any poisons, cures all diseases, and removes all detrimental marks and esper power effects afflicting the creature when it died. This power closes all mortal wounds and restores any missing body parts. If the body was completely destroyed or no longer exists upon death, this power will generate a new body so long as you possess physical information about the target such as an image, a bioscan, or medical records. The creature then appears within 10 feet of you in an unoccupied space that you choose.","properties":{"Category":"Spells","Level":9,"School":"Technique","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Full Revive","description":"You target a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t an automaton or construct. You return the target to an optimal state before its death, returning it to life with all its hit points. This power neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove supernatural diseases, marks, and the like such as those created by esper powers; if such effects aren’t removed prior to activating this power, they afflict the target on its return to life. This power closes all mortal wounds and restores any missing body parts. The transition back from death is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Using this power to restore life to a creature that has been dead for more than one arc-bind (or the equivalent of a year) taxes you greatly. Until you finish a long rest, you can’t use powers again, and you have disadvantage on all attack rolls, ability checks, and saving throws.","properties":{"Category":"Spells","Level":7,"School":"Technique","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Full Transmute","description":"Choose one creature or mundane object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this power for the full duration, the transformation lasts until it is dismissed. This power has no effect on a shapeshifter or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this power. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, use powers, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. If the power becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the effect ends and it returns to its normal form.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fungal Bloom","description":"1st-level conjuration Casting Time: 1 minute Range: Touch Components: S, M (handful of puffball mushrooms which are smeared on the target during casting) Duration: Concentration, up to 3 minutes This spell only works on living creatures of Medium sized or smaller. You or a willing creature you touch has their skin covered in small mushrooms and fungus. The target of this spell is blinded and deafened, loses 4 (1d8) temporary hit points, and is surrounded by a thick cloud of ochre spoors that affect every living creature in a 10-foot-sphere, centered on the target and moving with the target. Those in the area of affect, to include the target, must make a Constitution saving throw at the beginning of their round or be poisoned. When the target is reduced to 0 hit points it dies as it bursts violently, causing 7 (2d6) bludgeoning damage to everything within a 10-foot-sphere radius. This spell was originally created by hags who would cast this on an expendable minion, slave, or unconscious victim. This spell is automatically cancelled if the target resists in any way. Why any sane caster would cast this spell upon themselves is a mystery.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Fungal Infection","description":"With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become cursed until the spell ends. When you cast the spell, choose one of the following fungi to grow on the cursed creatures: Amanita Rotgut. The creature immediately takes 2d6 poison damage and becomes poisoned . While poisoned in this way, the creature takes 2d6 poison damage at the end of each of its subsequent turns. Necrotising Zygomycosis. The creature immediately takes 2d8 necrotic damage, and takes 2d8 necrotic damage at the start of each of its turns. Psilocybin Quickitrippiae. The creature begins ‘tripping’. It must roll a d4 at the start of each of its turns. On a 1 , the creature doesn’t move or take actions this turn. Paralysing Mucorales. At the end of each of the creature’s turns, it becomes stunned until the start of its next turn. If the creature fails a saving throw against this spell by 5 or more then, if it would be stunned, it is paralysed instead. Raging Henbane. The creature becomes charmed by you and must use its reaction at the start of each of its turns to make one weapon attack against a randomly determined creature within its reach/range other than you. Veiled Lady. The creature’s vision darkens to a pinhole; the creature has disadvantage on Dexterity saving throws, and ranged attacks have advantage against the creature. An affected creature can repeat the saving throw at the end of each of its turns (after the effects of this spell have triggered), ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) of Amanita Rotgut and Necrotising Zygomycosis increases by 1d6 and 1d8 , respectively, for each slot level above 4th. When you cast this spell using a spell slot of 6th level or higher, you can choose two different fungi to grow on affected targets instead of one.","properties":{"Category":"Spells","Level":4,"School":"biomancy* (*can be replaced with necromancy)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 ft (15 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fungal Infestation","description":"The touch of your fungus-wreathed hands coats the target in necrotic fungus that makes its flesh soft and fragile. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 necrotic damage as toadstools, ringworm, and other disgusting fungal growths sprout from its skin. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fungicide","description":"You designate a point within range and Huge mushrooms sprout from the ground and attempt to consume any nearby sentient creatures. For the duration, these fungi turn the ground into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be restrained by the grasping fungi until the spell ends. A creature that starts its turn in the area and is already restrained by the fungi takes 6d6 bludgeoning damage. A creature restrained by the fungi can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fungus Blight","description":"You touch a dead, restrained, unconscious or incapacitated creature. If the creature fails a Constitution saving throw, it instantly bursts open with 2d4 fungus leshy (and the victim now requires a true resurrection or wish spell to return from the dead). These fungus leshy are willing to do your bidding for the duration of the spell but gain free will when the effect ends.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Damage Type":"fungus leshy","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Furious Hooves","description":"You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (labyrinth)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Furious Hooves","description":"You enhance the hooves of a target creature, imbuing it with power and swiftness. The target increases its base speed by 30 feet (to a maximum of twice its base speed). In addition to any attacks the creature can normally make, this spell grants two additional hoof attacks that each does 1d6 bludgeoning damage plus the target’s Strength modifier (the damage is 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically does hoof damage to the target of a successful shove attack.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Labyrinth)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Furious Hooves","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a nail) Duration: Concentration, up to 1 minute You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking Speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Furious Wail","description":"You let out a scream of white-hot fury that pierces the minds of up to five creatures within range. Each target must make a Charisma saving throw. On a failed save, it takes 10d10 + 30 psychic damage and is stunned until the end of its next turn. On a success, it takes half as much damage.","properties":{"Category":"Spells","Level":9,"School":"evocation","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fury of Osano-wo","description":"Tier 2 fire smite Casting Time: 1 action Base Favor Cost: 1 Range: 60 feet Components (Required): V, S Resonances: You are outdoors (1 bonus favor), it is already stormy (1 bonus favor), your target has not yet suffered lightning or thunder damage this encounter (1 bonus favor) Duration: Instantaneous Effects: You call forth a blast of fury from the sky, smashing your foes like the divine fist of the Fortune of Storms, Osano-wō. Make a ranged invocation attack against one creature or object within range. On a hit, the target takes lightning damage equal to 1d12 + your invocation ability modifier. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You increase the range by +10 feet per favor spent this way. 2 favor: The target takes an additional 1d12 lightning damage. 3+ favor: Each creature in a 20-foot sphere around the target (including the target) must make a Constitution saving throw. On failure, a creature suffers an additional Xd6 thunder damage, where X is equal to the favor spent this way, and is deafened until the end of its next turn. On success, it suffers half that amount of thunder damage. 3+ favor: The target takes 1d12 additional lightning damage per 3 favor spent this way.","properties":{"Category":"Spells","Level":2,"School":"fire smite","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fury's Chorus","description":"You call a group of people to a heightened emotional state, driving them to anger and mistrust. Each Humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature must use its reaction (if available) to make an opportunity attack whenever another creature (including an ally) moves out of its reach. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The calm emotions spell suppresses the effects of this spell.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"enchantment","Expansion":21558,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Fuse Armor","description":"Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object’s moveable parts to fuse together for the duration. The object’s movable aspects can’t be moved: a pulley’s wheel won’t turn and the joints of armor won’t bend. A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor. A creature in physical contact with an affected object that isn’t a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object. If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fusillade of Ice","description":"4th-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a dagger shaped like an icicle) Duration: Instantaneous You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Fusillade Of Ice","description":"You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Fusion Beam","description":"You gather a mass of cosmic energy and unleash it in the form of a solar energy beam 60 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this power. Netherants and Plant creatures have disadvantage on this saving throw. You can create a new energy beam as your action on any turn until the effect ends. For the duration, a pulsing globe of solar energy shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is considered to be sunlight.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Alteration","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gahoul's Glorious Gothic","description":"8th-level conjuration Casting Time: 1 hour Range: 1 mile Components: V, S, M (a decorated gothic manor miniature worth at least 1,000 gp) Duration: 7 days A rift opens, pouring forth tons of brick and stonework that neatly and quickly assemble into a vast gothic estate. The estate consists of a manor containing a vault, a spacious 200-by-200-foot courtyard, and a 10-foot high wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters. You can create any floor plan you like for the manor, but the space can’t exceed 50 cubes, each cube being 10 feet on each side, or five stories in total, including basements. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor is staffed by 50 skeletons obedient to you, and contains enough food to serve 50 people each day for a week. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. The manor contains a 15-foot cube vault, which is an extradimensional space. Items placed within the vault will be present next time you cast this spell. The courtyard is drenched in necromantic magic, such that any Humanoid buried in its grounds rises 24 hours later as a ghoul under your control, as per the create undead spell. When the spell is cast, 3 ghouls are animated in the courtyard. These Undead are under your control, but can’t leave the estate. They patrol the estate if given no other instructions. Undead can’t be turned within the estate. The estate crumbles into dust and bone after 7 days, and all items placed within the manor appear safely in the space the manor occupied. If cast in the same place once every 7 days for a year, the estate becomes permanent.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gahoul's Scapegoat","description":"4th-level abjuration Casting Time: 1 minute Range: Self Components: V, S, M (black chalk, paint, or oil) Duration: 8 hours You trace a complex arcane symbol into the flesh of a willing creature within 5 feet of you, marking them for sacrifice. During the spell’s duration, when you are hit with an attack and the marked creature is within 60 feet of you, you can use your reaction to teleport, swapping places with the creature and causing it to be hit by the attack instead of you. The spell then ends.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gahoul's Shrieking Skull","description":"1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a skull) Duration: Instantaneous You throw a cackling skull at a point you can see within range, which emits a mortifying shriek audible out to 300 feet. Each creature within a 10-foot cube centered on the skull takes 2d4 thunder damage, without making a saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gahoul's Spectral Scythe","description":"6th-level necromancy Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: 1 round You conjure a phantasmal scythe of death in your open hand and throw it whirling through the air. The scythe travels in a 60-foot long, 10-foot wide line, coming to rest hovering in the air at the end of its line or before it strikes any solid objects. Each creature within the area while the scythe is moving must make a Dexterity saving throw or take 6d8 necrotic damage, or half as much on a successful save. A creature has disadvantage on this saving throw if the scythe comes to rest in the creature’s space. If you are within 120 feet of the scythe at the start of your next turn, it returns to you in a 10-foot wide line, forcing creatures within its area of travel to make saving throws against the scythe’s damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"necromancy","Expansion":26275,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gainsay","description":"You can change the mouth or vocal chords of a creature within range so that it cannot speak or make similar sounds. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target cannot speak, make sounds with its mouth, or perform spells that require a verbal component for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Gale","description":"You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300-foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. The spell’s area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Galvanic Arc","description":"You shock a creature, altering its sense of combat. Make a ranged spell attack. On a hit, the creature takes 5d6 lightning damage and has its place in the initiative count reduced or increased by 10. For example, Kardiff takes his turn on initiative count 16 and hits a hill giant who has an initiative of 15 with this spell. Kardiff elects to reduce the hill giant’s initiative by 10, so it will instead take its turn on initiative count 5. Alternatively, Kardiff could elect to increase the hill giant’s initiative by 10 so that it would take its turn on initiative count 25, meaning it wouldn’t act until the next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Galvanize Metal","description":"2nd-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a piece of magnetized iron) Duration: concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to electrify. Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell and can’t take reactions until the start of its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this effect again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a constitution saving throw or be unable to part with the object. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Galvanizing Words","description":"","properties":{"Category":"Spells","Level":3,"School":"Enchantment","Expansion":32048,"Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Game of Fate","description":"6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a gaming set) Duration: 1 hour You magically compel a creature within range to a nonmagical game with vital consequences. If the creature you choose has an Intelligence of 3 or lower, or doesn’t speak any language, the creature is unaffected. An unwilling creature can make a Wisdom saving throw to resist this effect. On a failed save, the creature is compelled to join you in the game. If the target takes damage or falls unconscious, this spell ends. The loser of the game takes 6d6 psychic damage. If no player loses or has won by the end of the spell’s duration, both you and the target take this damage. Additionally, you and the target creature can negotiate for greater stakes. You can bet higher psychic damage (up to a maximum of 10d6,) property, or more esoteric rewards, such as bestowal of a noble title, on the game. The spell reveals if a creature attempts to bet property they do not own. A bet is finalized when you and the target agree on the bet, solidifying the bet with a handshake or similar gesture. Property or currency bet on the game is teleported to the winner at the game’s conclusion. The loser is also magically compelled to take any action (such as bestowing a title) promised as part of a bet. Lastly, no spell, magical effect, or creature other than you and the target can influence the game’s outcome.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gamma Vision","description":"Your implant alters your ability to see enhanced spectrums of light. You gain darkvision with a range of 40 feet. Deactivating this ability requires an action. While in sunlight or very bright light, you are at a disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gaseous Form","description":"You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.","properties":{"Category":"Spells","Name":"Gaseous Form","Level":3,"Range":"Touch","School":"Transmutation","Target":"A willing creature you touch","Classes":"Sorcerer, Warlock, Wizard","Duration":"Up to 1 hour","Material":"A bit of gauze and a wisp of smoke","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.<br />While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.<br />While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gaseous Form","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration : Concentration, up to 1 hour You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.","properties":{"Category":"Spells","Name":"Gaseous Form","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Gaseous Form","description":"Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover . The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws . The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can’t talk or manipulate objects , and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","properties":{"Category":"Spells","School":"Transmutation","Name":"Gaseous Form","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Gaseous Form","description":"Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Gaseous Form\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Gaseous Form\\\",\\\"description\\\":\\\"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\\\\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\\\\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of gauze\\\"}}\"},{\"name\":\"Gaseous Form Condition\",\"parent\":\"Gaseous Form\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Gaseous Form\\\",\\\"description\\\":\\\"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\\\"}\"},{\"name\":\"Gaseous Form Action\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Gaseous Form End\\\",\\\"description\\\":\\\"You can take a Magic action to end the spell on yourself.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Gaseous Form Fly Speed\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Fly\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":10}}\"},{\"name\":\"Gaseous Form Resistance Bludgeoning\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Gaseous Form Resistance Piercing\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Gaseous Form Resistance Slashing\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Gaseous Form Immune Prone\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Prone\\\"}\"},{\"name\":\"Gaseous Form Save Advantages\",\"parent\":\"Gaseous Form Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Strength\\\",\\\"Dexterity\\\",\\\"Constitution\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Gaseous Form","data-description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S M","Material":"a bit of gauze","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gate","description":"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","properties":{"Category":"Spells","Name":"Gate","Level":9,"Range":"60 feet","School":"Conjuration","Target":"An unoccupied space you can see within range","Classes":"Cleric, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A diamond worth at least 5,000 gp","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.<br />The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.<br />Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.<br />When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gate","description":"9th -Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a diamond worth at least 5,000 gp) Duration : Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","properties":{"Category":"Spells","Name":"Gate","Level":9,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Gate","description":"Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond dust worth 5,000+ GP) Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration , and the portal’s destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","properties":{"Category":"Spells","School":"Conjuration","Name":"Gate","Level":9,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Gate","description":"Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond dust worth 5,000+ GP) Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":9,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Gate\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Gate\\\",\\\"description\\\":\\\"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\\\\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\\\\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\\\\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a diamond worth 5,000+ GP\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Gate","data-description":"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\nThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\nWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","Level":9,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a diamond worth 5,000+ GP","data-CastNum":2,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gate Seal","description":"4th-Level Abjuration Casting Time : 1 minute Rang e: 60 feet Components: V, S, M (a broken portal key, which the spell consumes) Duration : 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift , fail if used to enter or leave the area. The cube is stationary. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":26427,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Gather Courage","description":"You touch a single creature and fill them with courage. The touched creature deals 1d6 additional damage of the same type with the next weapon attack it hits with during the duration. This spell’s addtional damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"enchantment","Components":"V","Damage Type":"additional","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Gaze of Venom","description":"I learned this one from an Ixian sorcerer. He didn’t speak Common but got his point across just fine. For the duration, your eyes become pools of harsh yellow light. When a creature that can see your eyes starts its turn within 60 feet of you, you can force it to make a Constitution saving throw as long as you can see the creature and aren’t incapcitated. On a failure, the target takes 4d8 poison damage and 4d8 psychic damage, and is poisoned until the start of its next turn. While poisoned in this way, the creature is slowed and can’t move more than 10 feet on a turn. A creature that isn’t surprised can avert its gaze to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at you in the meantime, you can force it to immediately make the save. If you see your eyes in a reflective surface (such as a mirror, polished breastplate, or the surface of a lake) within 60 feet of you, you are affected by your own gaze and must succeed on the saving throw or suffer the effects of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Components":"V, S","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Gear Barrage","description":"You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gear Barrage","description":"You create a burst of magically-propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration (Clockwork)","Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Gear Barrage","description":"2nd-Level Conjuration Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a handful of gears and sprockets worth 5 gp) Duration: Instantaneous You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gear Shield","description":"You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws, without hindering the subject's movement, vision, or outgoing attacks.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Geas","description":"5th-Level Enchantment Casting Time : 1 minute Rang e: 60 feet Components: V Duration : 30 days You place a magical comm⁠and on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is cha⁠rmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any comm⁠and you choose, short of an activity that would result in certain death. Should you issue a suicidal comm⁠and, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse , greater restoration , or wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.","properties":{"Category":"Spells","Name":"Geas","Level":5,"School":"Enchantment","Expansion":5,"Components":"V","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Geas","description":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse , greater restoration , or wish spell also ends it. At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.","properties":{"Category":"Spells","Name":"Geas","Level":5,"Range":"60 feet","School":"Enchantment","Target":"A creature that you can see within range","Classes":"Bard, Cleric, Druid, Paladin, Wizard","Duration":"30 days","data-List":"false","Components":"V","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":60,"data-DurationNum":17,"data-description":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Geas","description":"Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range , ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration . The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse , Greater Restoration , or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","properties":{"Category":"Spells","School":"Enchantment","Name":"Geas","Level":5,"Casting Time":"1 minute","Components":"V","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Geas","description":"Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse , Greater Restoration , or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric, Druid, Paladin, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Charmed","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Geas\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Geas\\\",\\\"description\\\":\\\"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. 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The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\nWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\nA Remove Curse, Greater Restoration, or Wish spell ends this spell.","Level":5,"Casting Time":"1 minute","Duration":"30 days","Range":"60 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","data-CastNum":4,"data-DurationNum":17,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gentle Rains","description":"Tier 2 wat er mending Casting Time: 1 action Base Favor Cost: 1 Range: Self (20-foot sweep) Components (Required): V, S Resonances: You are outside at a cloudy or foggy location (1 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: Ongoing (1 favor per round) Effects: You call upon the water spirits to shower healing rains upon a twenty-foot sweep around you, invigorating the area. The rains continue to fall in this area for the duration, moving with you. At the start of its turn, each creature in the area of effect that is not a fiend, undead, or Lost creature can spend 1 Hit Die to roll that die to regain hit points equal to the result + its Constitution modifier. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You imbue the rains with purifying power. When a fiend, undead, or Lost creature begins its turn in the rains, it suffers 1d8 acid damage per favor spent this way. 1+ favor: You increase the length of the sweep by +5 feet per favor spent this way. 2 favor: You soak unholy creatures to the bone with your invocation, causing fiend, undead, and Lost creatures that start their turn in the area of effect to become vulnerable to cold damage until the start of your next turn. 2 favor: The healing rains you invoke are especially merciful. Whenever a character affected by this invocation rolls a result of 1 on a hit die, they treat it as being equal to your invocation save modifier instead. 4 favor: You amplify the power of the rains, bringing down a torrent. The duration becomes “1 minute.”","properties":{"Category":"Spells","Level":2,"School":"water mending","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Gentle Repose","description":"2nd-Level Necromancy (ritual) Casting Time : 1 action Rang e: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration : 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead .","properties":{"Category":"Spells","Name":"Gentle Repose","Level":2,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Gentle Repose","description":"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead . The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead .","properties":{"Category":"Spells","Name":"Gentle Repose","Level":2,"Range":"Touch","Ritual":"Yes","School":"Necromancy","Target":"A corpse or other remains","Classes":"Cleric, Wizard","Duration":"10 days","Material":"A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":16,"data-description":"You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.<br />The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gentle Repose","description":"Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead . The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead .","properties":{"Category":"Spells","School":"Necromancy","Name":"Gentle Repose","Level":2,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Gentle Repose","description":"Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead .","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Paladin, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Gentle Repose\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Gentle Repose\\\",\\\"description\\\":\\\"You touch a corpse or other remains. 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For the duration, the target is protected from decay and can't become Undead.\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.","Level":2,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"10 days","Range":"Touch","Components":"V S M","Material":"2 Copper Pieces, which the spell consumes","data-DurationNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Geodesic Dome","description":"Translucent, triangular plates of force assemble to form a 15-foot radius spherical dome around you, centered on a point you touch. The dome contains clean, breathable air, and airborne substances, such as poisonous gas, smoke, or fog can't penetrate within it. The dome insulates those inside it from extreme temperatures, regardless of the outside environment. Creatures can walk freely into or out of the dome, but the dome blocks ranged attacks, spells, and other effects. The dome has AC 10 and 20 HP. The spell ends when the dome is reduced to 0 HP. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the dome's AC increases by 1 and its HP increases by 10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":9634,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Geomantic Discernment","description":"3rd-level divination (ritual) Casting Time: 1 action Range: Self (100-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to sense valuable minerals in a 100-foot radius around you. A glowing aura that only you can see appears around any valuable metals, gems, ores, native elements, or other resources in that radius for the spell’s duration. You can see this aura through any amount of nonmagical material.","properties":{"Category":"Spells","Level":3,"School":"divination (ritual)","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Geotag","description":"6th-level divination Casting Time: 10 minutes Range: Unlimited Components: V, S, M (a map of the plane you’re on worth at least 1 sp) Duration: Instantaneous Describe or name a place, creature, or object that is familiar to you. If the target is on the same plane of existence as you and is in a place that is contained within the boundaries of the map used as the material component, a magical marker appears on the map of the target’s exact location at the moment you finish casting the spell. If the target is capable of moving or being moved, the marker doesn’t move with it. When you place your finger on the marker, you learn the exact distance you are from the marked location and sense the direction to it. If the target was a creature or object, you also learn the name of the closest settlement to the marked location. The marker disappears if you cast this spell again.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Unlimited"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghost Knife","description":"A dagger you are holding is imbued with ghostly power. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of weapon attacks using the dagger and it deals psychic damage. Additionally, you can make ranged weapon attacks with the dagger for the duration if it has the thrown property without throwing the weapon. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ghostwalk","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, you become translucent, taking on an ethereal appearance, and you gain the following benefits: If you are grappled or restrained, you can use your bonus action to escape the effect. When you would take damage other than force or psychic damage from a source you can see, you can use your reaction to become intangible for a single moment. When you do, you take no damage from the triggering effect. If the attack hit or you failed your saving throw against the spell or ability, you still suffer its other effects. You can use your action to become intangible until the end of your turn. While you are intangible, you are immune to all damage except force damage and psychic damage. Creatures can still perceive you, but can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and physical effects while you’re intangible, allowing you to move through normally solid objects. At the end of your turn, you become tangible again in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghoul King's Cloak","description":"You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration: Its Armor Class increases by 2, to a maximum of 20. When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind. It is immune to necrotic damage and radiant damage. It can’t be reduced to less than 1 hit point. At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Expansion":5494,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Ghoul King's Cloak","description":"You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration: Its Armor Class increases by 2, to a maximum of 20. When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind. It is immune to necrotic damage and radiant damage. It can’t be reduced to less than 1 hit point. At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.","properties":{"Category":"Spells","Level":8,"School":"Transmutation","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ghoul King's Cloak","description":"8th-Level Transmutation Casting Time: 1 action Range: Touch Components: V Duration: Concentration, up to 1 minute You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the Duration: Its Armor Class increases by 2, to a maximum of 20. When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind. It is immune to necrotic damage and radiant damage. It can’t be reduced to less than 1 hit point. At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Giant Insect","description":"You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede , a spider becomes a giant spider , a wasp becomes a giant wasp , and a scorpion becomes a giant scorpion . Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.","properties":{"Category":"Spells","Name":"Giant Insect","Level":4,"Range":"30 feet","School":"Transmutation","Target":"Up to ten centipedes, three spiders, five wasps, or one scorpion within range","Classes":"Druid","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":5,"data-description":"You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.<br />Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.<br />A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.<br />The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Insect","description":"4th-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Concentration, up to 10 minutes You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.","properties":{"Category":"Spells","Name":"Giant Insect","Level":4,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Giant Insect","description":"Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Giant Insect","Level":4,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Insect","description":"Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":4,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Giant Insect\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Giant Insect\\\",\\\"description\\\":\\\"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. 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Use the spell slot's level for the spell's level in the stat block.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Giant Insect Condition\",\"parent\":\"Giant Insect\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Giant Insect\\\",\\\"description\\\":\\\"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Giant Insect","data-description":"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.","data-CastNum":2,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant's Jest","description":"This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Giant's Jest","description":"4th-Level Transmutation Casting Time: 1 action Range: 25 feet Components: V, S Duration: 1 minute This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Giantize","description":"5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of a giant’s toenail) Duration: Concentration, up to 1 minute You imbue a willing creature you can see within range with the size, endurance, and power of a giant. The target gains 30 temporary hit points. If any of these remain when the spell ends, they are lost. In addition, the target’s size — and the size of each object it is wearing and carrying — quadruples in all dimensions, and its weight is multiplied by sixty-four. An item dropped by an affected creature returns to normal size immediately. This growth increases the target’s size by two categories — from Medium to Huge, for example — up to a maximum of Gargantuan. If there isn’t enough room for the target to quadruple its size, the creature and its equipment attains the maximum size possible in the space available. A creature or unsecured object occupying a space required for the creature’s size to expand is shunted to the nearest unoccupied space. Until the spell ends, the target also gains a +4 bonus to its Strength score, to a maximum of 30. While any of its weapons are enlarged, the target’s attacks with them deal an extra 1d10 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, for each slot level above 5th, the target gains 10 additional temporary hit points and the bonus to the target’s Strength score increases by +1, but this bonus still can’t increase its Strength score above 30.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Gift of Alacrity","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy Wizard Schools of Magic. 1st-Level Divination Casting Time : 1 minute Rang e: Touch Components: V, S Duration : 8 hours You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5016,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Gift of Alacrity","description":"1st-level divination Casting Time : 1 minute Ra nge: Touch Compon ents: V, S Duratio n: 8 hours You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.","properties":{"Category":"Spells","Level":1,"School":"divination","Expansion":29448,"Components":"V, S","Casting Time":"1 minute"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gift of Gab","description":"2nd-Level Enchantment Casting Time : 1 reaction Rang e: Self Components: V, S, R (2 gp) Duration : Instantaneous Jim Darkmagic is said to have invented this spell, originally calling it \" I said what?! \" Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We’ve all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened. When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.","properties":{"Category":"Spells","Name":"Gift of Gab","Level":2,"School":"Enchantment","Expansion":4048,"Components":"V S R","Casting Time":"1 reaction","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Gift of Ice","description":"2nd-level abjuration Casting time: 1 action Range: self Components: v, s, m (a piece of aquamarine) Duration: 8 hours Your body becomes coated in a layer of hoarfrost. For the duration, your ac increases by 1, and you have resistance to cold damage. This spell ends early if you take fire damage while below half your hit point maximum.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Gift of Luck","description":"2nd-Level Divination (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a four-leaf clover, a pair of dice, or a silver coin) Duration: 24 hours You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gift Of Luck","description":"You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gift of Orzhova","description":"You touch a single creature and it sprouts angelic wings of hardened multicolored glass. For the spell’s duration, it has a fly speed equal to its base movement speed and it gains temporary hit points equal to your spellcasting modifier whenever it hits with an attack.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Gift of Resilience","description":"2nd-Level Enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours, or until the target attempts a third death saving throw A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires. At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gift Of Resilience","description":"A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires. At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.","properties":{"Category":"Spells","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gift of the Fallen","description":"You can touch any creature that has blood, that died within the last 10 minutes and draw out the last vestiges of life force from its blood, doing so gives you advantage on your next spell attack. Additionally, you can roll a 1d4 and use the result to reduce the damage you take on your next use of Subsidiary Exsanguination.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 Action or 1 Bonus Action"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Gift of the Golden Tongue","description":"2nd-level enchantment Casting time: 1 action Range: touch Components: v, s Duration: 1 hour You touch a willing humanoid, and for the duration, the target has advantage on all charisma checks. Additionally, any charisma checks made against the target have disadvantage. At higher levels. If you cast this spell using a spell slot of 3rd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Gift Through Blood","description":"This spell allows you to transfer skills form one willing creature to another. you slice the hands of both creatures and press them together, and use your power to create a link between the two. Choose an effect A chosen stat is lowered by 1 point from the donor and raised by one point for the recipient. Cost is 4d8 HP for the donor creature. An attribute/feature, may be transferred from the donor to the recipient. Cost is 4d12 HP for the donor creature. The process leaves behind a brand on both the donor and the recipient. The recipient creature takes on an aspect of the donor creature (i.e., if a humanoid takes strength from a bear, they may become more bearlike in mannerisms or if a male takes charisma form a female, the make becomes more androgynous looking) If the spell is interrupted, the two creatures and the caster will take 6d12 Necrotic damage each, the donor creature also takes half the damage cost for their chosen effect. This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Hour","data-RangeAoe":"Touch"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Gird for Battle","description":"You gird up to three creatures of your choice within range for battle. Whenever an attacker that a target can see hits a target with a nonmagical weapon attack before the spell ends, the target can roll a d4 and reduce the damage taken from the attack against it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Gird the Spirit","description":"Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain. This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.","properties":{"Category":"Spells","Save":"Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain. This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.","Level":1,"School":"abjuration","Expansion":5494,"Components":"V S","Casting Time":"1 reaction, which you take when you or a creature within range is hit by an attack from an undead creature","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Gird the Spirit","description":"Your magic protects the target creature from the lifesapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain. This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V S","Casting Time":"1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gird the Spirit","description":"","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Components":"V S","Casting Time":"1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gird the Spirit","description":"1st-Level Abjuration Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature Range: 30 feet Components: V, S Duration: 1 minute Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain. This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Give Life","description":"Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Placing your hand on another creature, you can transfer your own life force to them. You spend and roll one of your Hit Dice, add your spellcasting modifier, and the creature regains that many hit points.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Glacial Cascade","description":"By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glacial Cascade","description":"By harnessing the power of ice and frost, you cause pure cold to emanate from yourself, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half damage with a successful Constitution saving throw. A creature killed by this spell is transformed into pure ice, leaving behind no trace of its original body.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Evocation (Dragon)","Components":"V S M","Damage Type":"Cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Glacial Cascade","description":"8th-Level Evocation Casting Time: 1 action Range: Self (30-foot-radius sphere) Components: V, S, M (a piece of alexandrite) Duration: Instantaneous By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glacial Fog","description":"As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects. Stored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glacial Fog","description":"7th-Level Evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (crystalline statue of a polar bear worth at least 25 gp) Duration: Concentration, up to 1 minute As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects. Stored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glacial Fog","description":"Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, picking a lock, retrieving a stored item, or manipulating a material spell component must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attempting to manipulate. The area inside the spell’s area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell’s area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"100 ft (30 ○)"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Glacier","description":"The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 1d12 cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its speed reduced to 0 until the end of your next turn. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Glamer of Mundanity","description":"1st-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 10 minutes You lay a glamor upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks but has disadvantage on any Charisma checks made while under the glamor.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glamer Of Mundanity","description":"You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.","properties":{"Category":"Spells","Level":1,"School":"Illusion","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glare","description":"You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can’t take actions on its next two turns.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Glibness","description":"8th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V Duration : 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","properties":{"Category":"Spells","Name":"Glibness","Level":8,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Glibness","description":"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","properties":{"Category":"Spells","Name":"Glibness","Level":8,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Bard, Warlock","Duration":"1 hour","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":9,"data-description":"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glibness","description":"Level 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check , you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","properties":{"Category":"Spells","School":"Enchantment","Name":"Glibness","Level":8,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Glibness","description":"Level 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":8,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Glibness\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Glibness\\\",\\\"description\\\":\\\"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Glibness Condition\",\"parent\":\"Glibness\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Glibness\\\",\\\"description\\\":\\\"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.\\\"}\"},{\"name\":\"Glibness Charisma Bonus\",\"parent\":\"Glibness Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\",\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Charisma\\\"],\\\"bonusDetails\\\":\\\"Minimum\\\",\\\"bonusValue\\\":15,\\\"situation\\\":\\\"When you make a Charisma check, you can replace the number you roll with a 15.\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Glibness","data-description":"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","Level":8,"Casting Time":"Action","Duration":"1 hour","Range":"Self","Components":"V","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gliding Step","description":"Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gliding Step","description":"Provided you're not carrying more than a normal heavy load, you can walk on the surface of snow rather than wading through it, and ignore its effect on movement. Ice also supports your weight no matter how thin it is, and you can travel on it as if you're wearing ice skates. You still leave tracks normally under these effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for every slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (Rune)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Gliding Step","description":"1st-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glimpse of the Void","description":"Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.","properties":{"Category":"Spells","Level":8,"School":"void","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Glimpse Of The Void","description":"Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.","properties":{"Category":"Spells","Save":"Intelligence","Level":8,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glimpse the End","description":"3rd-level divination Casting time: 1 action Range: touch Components: v, m (a pinch of grave dust or a piece from a tombstone) Duration: instantaneous You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Glimpse The End","description":"You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.","properties":{"Category":"Spells","Level":3,"School":"Divination (apocalypse)","Expansion":5764,"Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glimpse the Unthinkable","description":"You call upon the mysteries of the multiverse, visiting all the burden of that knowledge on a single creature. The creature must make a Wisdom saving throw. On a failure, the target of the spell takes 10d10 points of psychic damage and is confused. An confused creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. On a failure, the creature takes half the damage and is not confused. d10 Result Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Expansion":32309,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Glitterdust","description":"You spray a shower of golden glitter from your hands. Each creature in a 15-foot cone becomes coated in glitter for the spell’s duration, and affected creatures or objects can’t benefit from being invisible. In addition, any creature in the area when the spell is cast must succeed on a Constitution saving throw or become blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Expansion":16359,"Components":"V S M","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Glitterdust","description":"3rd-level conjuration Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a handful of powdered mica) Duration: Concentration, up to 1 minute You spray golden particles in a 15-foot cone, covering all creatures and objects in that area. Each creature in the area must succeed a Constitution saving throw or be blinded for the duration. A creature blinded by this spell can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature within the area, whether or not it succeeds on its saving throw, can’t benefit from being invisible for the duration.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gloaming","description":"Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and any normal light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or higher, the effect is dispelled.","properties":{"Category":"Spells","Level":1,"School":"evocation (shadow)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Gloaming","description":"1st-level evocation Casting time: 1 action Range: 60 feet Components: v, m (a piece of smoked glass) Duration: concentration, up to 1 minute Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and nonmagical light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of magical light created by a spell of 1st level or lower, that effect is dispelled.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Globe of Invulnerability","description":"6th-Level Abjuration Casting Time : 1 action Rang e: Self (10-foot radius) Components: V, S, M (a glass or crystal bead that shatters when the spell ends) Duration : Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.","properties":{"Category":"Spells","Name":"Globe of Invulnerability","Level":6,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Globe of Invulnerability","description":"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.","properties":{"Category":"Spells","Name":"Globe of Invulnerability","Level":6,"Range":"Self (10-foot radius)","School":"Abjuration","Target":"Self (10-foot radius)","Classes":"Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A glass or crystal bead that shatters when the spell ends","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-6,"data-DurationNum":3,"data-description":"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.","Higher Spell Slot Desc":" When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Globe of Invulnerability","description":"Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10- foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.","properties":{"Category":"Spells","School":"Abjuration","Name":"Globe of Invulnerability","Level":6,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Globe of Invulnerability","description":"Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10- foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Globe of Invulnerability\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Globe of Invulnerability\\\",\\\"description\\\":\\\"An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\\\\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. 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Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"a glass bead","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.","data-CastNum":2,"data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Globe of Twilight","description":"3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius, 15 feet high) Components: V, S, M (a dab of pitch and a bag of glittering sand) Duration: Concentration, up to 10 minutes You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies. The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space. When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advantage on Dexterity (Stealth) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell’s area have disadvantage on Wisdom (Perception) checks made to see those outside of it. All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell’s area for the first time, or starts its turn there, it must make a Wisdom saving throw or be blinded until the end of its turn.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Gloomwrought Barrier","description":"When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gloomwrought Barrier","description":"When you cast this spell, you erect a barrier of energy from the realm of death and shadow. This creates a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall lightly obscures vision through it from one side of your choice but is transparent from the other side. A creature that tries to move through the wall must make a successful Wisdom saving throw or become frightened of the wall until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it's immune to being frightened of this gloomwrought barrier.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration (Hieroglyph)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Gloomwrought Barrier","description":"3rd-Level Conjuration Casting Time: 1 action Range: 100 feet Components: V, S, M (a piece of obsidian) Duration: Concentration, up to 1 minute When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gluey Globule","description":"You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute. Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gluey Globule","description":"3rd-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of glue) Duration: 1 minute or 1 hour You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute. Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glyph of Shifting","description":"You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that’s known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph’s shifting effect. The glyph is triggered when it’s touched by a creature that’s not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph’s destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone. The glyph disappears after being triggered or when the spell’s duration expires. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Glyph of Shifting","description":"2nd-Level Conjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (powdered diamond worth at least 50 gp, which the spell consumes) Duration: 24 hours You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that’s known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph’s shifting effect. The glyph is triggered when it’s touched by a creature that’s not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph’s destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone. The glyph disappears after being triggered or when the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glyph Of Shifting","description":"You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that’s known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph’s shifting effect. The glyph is triggered when it’s touched by a creature that’s not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph’s destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone. The glyph disappears after being triggered or when the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Force","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Glyph of Warding","description":"3rd-Level Abjuration Casting Time : 1 hour Rang e: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration : Until dispelled or triggered When you cast this spell, you inscribe a glyph that affects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph . Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph , you can store any spell of up to the same level as the slot you use for the glyph of warding .","properties":{"Category":"Spells","Name":"Glyph of Warding","Level":3,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Glyph of Warding","description":"When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book , a scroll, or a treasure chest ) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence ( Investigation ) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment . You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid , cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.","properties":{"Category":"Spells","Name":"Glyph of Warding","Level":3,"Range":"Touch","School":"Abjuration","Target":"Either a surface or within an object that can be closed","Classes":"Artificer, Bard, Cleric, Wizard","Duration":"Until dispelled or triggered","Material":"Incense and powdered diamond worth at least 200 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":19,"data-description":"When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glyph of Warding","description":"Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations ). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw . A creature takes 5d8 Acid , Cold , Fire , Lightning , or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature . If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration , it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding .","properties":{"Category":"Spells","School":"Abjuration","Name":"Glyph of Warding","Level":3,"Casting Time":"1 hour","Components":"V S M","Save":"Dexterity","Damage Type":"Acid, Cold, Fire, Lightning, or Thunder","data-RangeAoe":"Touch (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Glyph of Warding","description":"Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding .","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Inflict Damage, Dexterity Save","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Glyph of Warding\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Glyph of Warding\\\",\\\"description\\\":\\\"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\\\\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\\\\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\\\\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\\\\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\\\\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\\\\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\\\\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled or triggered\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"powdered diamond worth 200+ GP, which the spell consumes\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Glyph of Warding Explosive Rune Condition\",\"parent\":\"Glyph of Warding\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Explosvie Rune\\\",\\\"description\\\":\\\"When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\\\"}\"},{\"name\":\"Glyph of Warding Explosive Rune Attack\",\"parent\":\"Glyph of Warding\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Explosive Rune\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph).\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Glyph of Warding Explosive Rune Damage\",\"parent\":\"Glyph of Warding Explosive Rune Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid, Cold, Fire, Lightning, or Thunder\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Glyph of Warding Explosive Rune Damage Upcast\",\"parent\":\"Glyph of Warding Explosive Rune Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Glyph of Warding Spell Glyph Condition\",\"parent\":\"Glyph of Warding\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Spell Glyph\\\",\\\"description\\\":\\\"You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Glyph of Warding","data-description":"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\nExplosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\nSpell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.","Level":3,"Casting Time":"1 hour","Duration":"Until dispelled or triggered","Range":"Touch","Components":"V S M","Material":"powdered diamond worth 200+ GP, which the spell consumes","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.","data-CastNum":6,"data-DurationNum":19,"Save":"Dexterity","Damage":"5d8","Damage Type":"Acid, Cold, Fire, Lightning, or Thunder","data-RangeAoe":"Touch (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gnaw","description":"Transmutation cantrip Casting time: 1 action Range: touch Components: v, s, m (a rat’s tooth) Duration: instantaneous You touch a piece of wood, rope, cloth, thatch, or other organic material, and a hole appears through it up to 3 inches long and 1 inch in diameter, circumscribed with tooth marks as if chewed by rodents or other vermin. You can see through this hole normally and use line-of-sight spell effects to the other side. This spell can be used to cut any rope or snap any branch up to 2 inches thick. It has no effect on metal or stone objects.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Goat's Hoof Charm","description":"The target creature traverses craggy slopes with the surefootedness of a mountain goat. When climbing slopes and inclines (but not vertical surfaces) that normally reduce speed by half, the target moves at three-quarters normal speed instead. The target also gains a +2 bonus on checks to prevent falls, to catch a ledge or otherwise stop themselves when falling, and on Dexterity checks to move along narrow ledges. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for every slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Goat's Hoof Charm","description":"A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Goat's Hoof Charm","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a goat’s hoof) Duration: 1 minute A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full Speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gobble","description":"1st-level Transmutation Casting Time: 1 Action Range/Area: Self Components: V, S Duration: 1 hour Your stomach takes on the properties of a Bag of Holding . Any object that can fit in your mouth is safely stored for the duration of the spell and can be regurgitated at will. Your stomach can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. When the spell ends, any objects remaining inside your stomach are also regurgitated. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration extends for 1 hour for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":32955,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Going in Circles","description":"You make natural terrain in a 1 mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn’t changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that re-enters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Going in Circles","description":"When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Going in Circles","description":"","properties":{"Category":"Spells","Level":3,"School":"Illusion","Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Going in Circles","description":"3rd-Level Illusion Casting Time: 10 minutes Range: Sight Components: V, S, M (a piece of the target terrain) Duration: 24 hours You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Sight"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Goob's Inconvenient Gathering","description":"2nd-level transmutation Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute One creature you can see within range becomes magically charged. Make a ranged spell attack. On a hit, the target magically attracts loose objects, such as rocks, mugs, grass, or papers. At the start of each of its turns, small, nonmagical objects that aren’t being worn or carried within 10 feet of the target roll, float, or otherwise move up to 10 feet and magically cling to the target. Each object must weigh no more than 10 pounds. The target, or a creature within reach of the target, can use an action to remove the objects from the target until the start of the target’s next turn. While objects are stuck to it, the target’s speed is halved, and it has disadvantage on weapon attack rolls that use dexterity. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Good Conversation","description":"Good Conversation Requirements: Level 1 Casting Time: special Range: special Duration: instantaneous Cost: 1 WP The ancient Greeks knew the benefit of talking for mental health. Their term for conversational therapy was Good Conversation. The philosopher can help others lose Dismay points with this power. It can be used on one target during a long rest (lose 1 Dismay) and requires some private time spent together in actual conversation (this does not impinge on general long rest recovery). To be successful, the philosopher has to make a Wisdom (Insight) check against a DC of 10. The Weave Point spent can’t be recovered during the long rest it is spent in – it counts as being spent after that long rest.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"special","data-RangeAoe":"special"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Goodberry","description":"1st-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a sprig of mistletoe) Duration : Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.","properties":{"Category":"Spells","Name":"Goodberry","Level":1,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Goodberry","description":"Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.","properties":{"Category":"Spells","Name":"Goodberry","Level":1,"Range":"Touch","School":"Transmutation","Target":"See text","Classes":"Druid, Ranger","Duration":"Instantaneous","Material":"A sprig of mistletoe","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.<br />The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Goodberry","description":"Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point , and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Name":"Goodberry","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Goodberry","description":"Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Healing","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Goodberry\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Goodberry\\\",\\\"description\\\":\\\"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\\\\nUneaten berries disappear when the spell ends.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a sprig of mistletoe\\\"}}\"},{\"name\":\"Goodberry Bonus Action\",\"parent\":\"Goodberry\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Eat Goodberry\\\",\\\"description\\\":\\\" A creature can take a Bonus Action to eat one berry.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Goodberry Healing\",\"parent\":\"Goodberry Bonus Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":1,\\\"isTemp\\\":false}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Goodberry","data-description":"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\nUneaten berries disappear when the spell ends.","Level":1,"Casting Time":"Action","Duration":"24 hours","Range":"Self","Components":"V S M","Material":"a sprig of mistletoe","data-CastNum":2,"data-DurationNum":14},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gordolay's Pleasant Aroma","description":"You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Transmutation","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Gordolay's Pleasant Aroma","description":"1st-Level Transmutation Casting Time: 1 action Range: 120 feet Components: S, M (a few flower petals or a piece of fruit, which the spell consumes) Duration: Concentration, up to 1 minute You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Grace of the Air Dragon","description":"Tier 3 air au gmentation Casting Time: 1 bonus action Base Favor Cost: 2 Range: 10 feet Components (Required): V, S Resonances: It is autumn (1 bonus favor), you are outside in a windy area (1 bonus favor), you are in a mountainous region at high altitude (2 bonus favor) Duration: 1 minute Effects: You suffuse the body of a willing creature with the grace of air. The creature has advantage on Dexterity checks and Dexterity saving throws. Additionally, it always lands on its feet when it falls, and does not suffer falling damage as long as it is not incapacitated. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: You shroud the creature with the elusiveness of a breeze, increasing its armor class against ranged attacks and opportunity attacks by 1 per favor spent this way, to a maximum of 21. 1+ favor: Choose one additional target within range per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 3+ favor: You call upon powerful gusts to carry the creature aloft, granting it a fly (hover) speed of 30 feet per 3 favor spent this way. 4 favor: You call upon the air spirits to empower your target’s strikes, granting that creature a +4 bonus to damage rolls for its attack rolls based on Dexterity.","properties":{"Category":"Spells","Level":3,"School":"air augmentation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Grain of Truth","description":"2nd-Level Divination (Ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell. At Higher Levels. At the GM’s discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a divination spell; a 5th-level spell slot can provide advice equivalent to a single answer from a commune spell; and a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.","properties":{"Category":"Spells","Level":2,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Grain Of Truth","description":"You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell. At Higher Levels. At the GM’s discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a divination spell; a 5th-level spell slot can provide advice equivalent to a single answer from a commune spell; and a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Granite Armor","description":"You touch a willing creature. Until the spell ends, the target’s skin has a rough, stone-like appearance, and the target’s AC can’t be less than 18, regardless of what kind of armor it is wearing. Additionally, any critical hit against the creature while this spell is active becomes a normal hit.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Grapeshot","description":"You launch a single fiery hot ball bearing at a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage. If you have cast a non-cantrip spell since your last turn, this spell deals additional damage equal to three times the spell level of the last spell that you cast. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Grasp of Darkness","description":"Shadows from the Plane of Shadow lash up from the ground in tendrils, grasping and binding a single Medium-sized or smaller creature you can see within range. For the spell’s duration, these tendrils of shadow continue to grasp and bind at the target creature. The target creature must succeed on a Strength saving throw when you cast this spell and at the end of each of its turns during the spell’s duration or be restrained by the entangling tendrils of shadow. A creature restrained by the tendrils can use its action to make a Strength check against your spell save DC. On a success, it frees itself. If the creature is ever in the area of a daylight spell, this spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target a Large-sized or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can target a Huge-sized or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can target a creature of any size with this spell.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"necromancy","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Grasp of the Briar","description":"2nd-level conjuration Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a piece of heartwood from a tree killed by vines) Duration: concentration, up to 1 minute Tainted, twisted, semi-spectral vines erupt from the ground and spread out from you to a distance of 10 feet for the duration, remaining centered on you and moving with you. For the duration, the vines turn the ground in the area into difficult terrain for hostile creatures. A hostile creature that enters the area for the first time on a turn or starts its turn there must succeed on a strength saving throw or be restrained by the vines until the spell ends. A creature restrained by the vines takes 2d6 necrotic damage at the start of each of its turns. A creature, including the creature restrained by the vines, can use its action to make a strength check against your spell save dc. On a success, the restrained creature is freed. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the radius increases by 5 feet for every two slot levels above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grasp of the Grave","description":"4th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (a shrunken hand) Duration: Concentration, up to 1 minute Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centered on a point you can see within range. The arms grasp at creatures within the area, except for Undead creatures, which ignore the effects of this spell. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 3d6 necrotic damage, and is dragged by the hands to any unoccupied space within the area that you choose. On a successful save, a creature takes half as much damage and is not moved. Until the spell ends, you can use your action to force each creature within the area to immediately make a save against this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Grasp of the Tupilak","description":"5th-Level Necromancy Casting Time: 1 action Range: Self Components: V, S, M (tupilak idol) Duration: 1 hour or until triggered This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use. Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of remove curse, greater restoration, or comparable magic.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Grasp Of The Tupilak","description":"This spell is infamous for its use among feuding wizards and witches, because it lets the caster steal one or more spell slots from the target. Grasp of the tupilak remains effective for 1 hour or until it's triggered. When you make a successful melee attack, besides doing normal melee damage, the target takes an additional 2d4 necrotic damage and one or more of the defender's spell slots are transferred to you, for you to use as your own. Roll 1d6; the result equals the total levels of the slots transferred. Spell slots of the highest level possible are transferred before lower-level slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you receive a 3rd-level slot plus a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. You can steal either arcane or divine spell slots, at your preference. Crucially, however, spell slots can be stolen only from casters who prepare spells in advance. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all its 1st and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is higher than you're able to use, treat it as your highest-level slot. A spellcaster who's been affected by grasp of the tupilak can't recover stolen spell slots until the stolen slot is used, you take a long rest, or they receive remove curse, greater restoration, or comparable magic. Unused stolen spell slots disappear from your inventory when you take a long rest or when the creature you stole them from receives restorative magic.","properties":{"Category":"Spells","Level":5,"School":"Necromancy (Rune)","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Grasp Of The Tupilak","description":"This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use. Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of remove curse, greater restoration, or comparable magic.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Grasping Ghost","description":"A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"necromancy","Expansion":29025,"Components":"S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Grasping Vine","description":"4th-Level Conjuration Casting Time : 1 bonus action Rang e: 30 feet Components: V, S Duration : Concentration, up to 1 minute You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.","properties":{"Category":"Spells","Name":"Grasping Vine","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Grasping Vine","description":"Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration. Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine. Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.","properties":{"Category":"Spells","School":"Conjuration","Name":"Grasping Vine","Level":4,"Casting Time":"Bonus Action","Components":"V S","Damage Type":"Bludgeoning"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Grave Betrayal","description":"You bring a single corpse of a non-undead creature back from the dead to serve as your undead servant. The creature’s type is now undead and it has all the statistics, abilities, traits, and features it had in life and as a bonus action on your turn you can command it to do as you command during your turn. The creature brought back in this way can have a challenge rating up to 14 or lower. If the creature you target with this spell has a higher challenge rating than 14, the spell fails. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the challenge rating of the creature brought back can be 16 or lower. When you cast this spell using a spell slot of 9th level or higher, the challenge rating of the creature brought back can be 18 or lower.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Grave Sense","description":"You touch a willing undead creature or one that’s under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you’re receiving.","properties":{"Category":"Spells","Level":2,"School":"Divination (apocalypse)","Expansion":5764,"Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Grave Sense","description":"2nd-level divination Casting time: 1 action Range: touch Components: s Duration: concentration, up to 1 hour You touch a willing undead creature or one that’s under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you’re receiving.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Graveyard Shuffle","description":"Graveyard Shuffle 4th-level necromancy (cleric, druid) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of spinal bone and an opal worth at least 300 gold, which the spell consumes) Duration: Instantaneous You drain the bone marrow of a creature, attempting to steal its life force and transfer it to another creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d6 necrotic damage. Choose another creature within range; it regains a number of hit points equal to half the damage dealt, or if it was dead for less than 1 minute, the creature returns to life with hit points equal to the number regained. If any of the targets do not have bones, the spell fails. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet "},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravitational Distortion","description":"Gravitational Distortion 4th-level transmutation (sorcerer, warlock, wizard) Casting time: 1 action Range: 60 feet (30-foot-radius sphere) Components: V, S Duration: Instantaneous Reality swirls in a 30-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Strength saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails this saving throw is pushed 30 feet in a straight line in a direction of your choice.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"transmutation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 ft (30 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Graviton Strike","description":"The next time you hit a creature with a weapon attack before the end of the duration, a powerful gravity field appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the gravity field for the duration. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the field dissipates. While restrained by this power, the target takes 1d6 force damage at the start of each of its turns. A creature restrained by the field or one that can touch the creature can use its action to make a Strength check against your forging save DC. On a success, the target is freed. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"force","Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Graviturgic Smite","description":"Graviturgic Smite 2nd-level evocation (paladin) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, you can add energy stolen from black holes. Your attack deals an extra 2d6 bludgeoning damage to the target, which must make a Strength saving throw. On a failure, its speed is reduced to 10 feet until the spell ends. On a success, its speed is reduced by 10 feet until the spell ends,to a minimum of 10 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"evocation","Components":"V","Damage Type":"bludgeoning","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Barrier","description":"Gravity Barrier 4th-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of increased gravity on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall lasts for the duration and its space is difficult terrain. Ranged weapon attacks that pass through the wall’s space automatically fail, and other ranged attacks have disadvantage. Any creature that tries to pass through the wall’s space must succeed on a Strength saving throw or take 4d8 bludgeoning damage, be knocked prone, and have its speed reduced to 0 until the end of its turn.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Fissure","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 6th-Level Evocation Casting Time : 1 action Rang e: Self (100-foot line) Components: V, S, M (a fistful of iron filings) Duration : Instantaneous You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Evocation","Expansion":5016,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Gravity Fissure","description":"6th-level evocation Casting Time : 1 action Range: Self (100-foot line) Components: V, S, M (a fistful of iron filings) Duration: Instantaneous You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Expansion":29448,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gravity Leap","description":"Gravity Leap 1st-level transmutation (druid, ranger, sorcerer) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You enhance the gravitational field around your body, allowing you to jump higher and farther. For the duration, your jump distance is tripled. Additionally, once per turn immediately after you jump, a wave of gravity is unleashed, and each creature within 5 feet of the space you left must make a Strength saving throw. On a failed save, a creature is knocked prone.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Repulsion","description":"You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage . In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see. Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw . On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone , taking 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse’s damage and range increase by 1d6 and 5 feet , respectively, for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"evocation","Expansion":23695,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gravity Repulsion","description":"4th-level evocation Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S Duration: Concentration, up to 1 minute Class: Sorcerer, Warlock, Wizard You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage . In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see. Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw . On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone , taking 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet , and gravity pulse’s damage and range increase by 1d6 and 5 feet , respectively, for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Gravity Sinkhole","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 4th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a black marble) Duration : Instantaneous A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation","Expansion":5016,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Gravity Sinkhole","description":"4th-level evocation Casting Time : 1 action Range : 120 feet Components: V, S, M (a black marble) Duration: Instantaneous A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Expansion":29448,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gravity Smash","description":"You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius , 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw . If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone . If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Expansion":23695,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 ft (40 ft, ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gravity Smash","description":"5th-level evocation Casting Time: 1 action Range: 120 feet (40-foot-radius, 100-foot-high cylinder) Components: V, S Duration: Concentration, up to 1 round Class: Sorcerer, Warlock, Wizard You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius , 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw . If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone . If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 ft (40 ft, ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Gravity Smash","description":"5th-level evocation Casting Time: 1 action Range: 120 feet (40-foot-radius, 100-foot-high cylinder) Components: V, S Duration: Concentration, up to 1 round Class: Sorcerer, Warlock, Wizard You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius , 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw . If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone . If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"evocation","Expansion":26720,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 ft (40 ft, ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gravity Sphere","description":"You create a sphere of crushing kinetic force at a point of your choice within range. The sphere has a 20-foot radius and is fixed at that point for the duration. The area inside the sphere counts as difficult terrain and creates a dark aura in the air that lightly obscures the area. Each creature that starts its turn in the sphere or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is considered restrained as long as it remains in the area or until it breaks free. A creature restrained by the sphere can use its action to make a Strength check against you channeling save DC. If it succeeds, it is no longer restrained, however, the opposing force of the energy will deal 2d4 force damage to the creature.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gravity Sphere","description":"You affect the local gravity field in a 30-foot-radius sphere around the spell’s designated point of origin. Creatures in the affected area can be weighed down by high gravity, lightened by low gravity, or left to float in an area with no gravity, depending on the effect you choose for your gravity sphere. Creatures that fall within the area of a gravity sphere spell take more damage from the fall if the gravity within is higher and less damage if the gravity within is lower. However, if the creature falls through a gravity sphere and continues to fall in a non-affected area, the rest of the fall damage is calculated normally. For instance, if a creature falls through 20 feet of a low-gravity sphere and an additional 30 feet outside the sphere, it would take 1d6 points of bludgeoning damage for the 20 feet of low gravity plus 3d6 bludgeoning points of damage as normal for the 30 feet outside the sphere (for a total of 4d6 points of bludgeoning damage). This spell doesn’t counteract or negate the effects of other spells that affect gravity; both effects occur simultaneously. For instance, a no-gravity gravity sphere spell cast within the area of a reverse gravity spell would simply mean that creatures float about until the gravity sphere ’s duration expires or they exit the gravity sphere , at which point they return to the top of the reverse gravity effect’s area. 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Choose a creature on the ground you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 piercing damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"transmutation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Storm","description":"Gravity Storm 2nd-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 120 feet (20-foot radius) Components: V, S Duration: 2 rounds You create a localized gravitational field that unleashes a storm of gravity waves. Choose a point within range that you can see. When you cast this spell and at the start of each of your subsequent turns for the duration, each creature within 20 feet of that point must make a Dexterity saving throw. On a failure, a target takes 2d6 bludgeoning damage and is knocked prone. On a success, a target takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, the radius increases by 5 feet, and the duration increases by 1 round, for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 ft (20 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Well","description":"You create a ring of crushing force that covers a 20‑foot diameter area on the ground that you can see within range. For the duration, this area is considered difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 force damage and be restrained by the well’s kinetic pull until the effect ends. A creature that starts its turn in the area and is already restrained by the well takes 3d6 force damage. A creature restrained by the well can use its action to make a Strength or Dexterity check (its choice) against your channeling save DC. On a success, it frees itself.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gravity Well","description":"Gravity Well 1st-level evocation (cleric, druid, ranger, sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You fire a projectile of condensed gravitational force toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage and is pulled 20 feet in a straight line toward you.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravity Well","description":"You bring into being a localized region of increased gravity that crushes a creature to the ground. Affected targets weigh twice as much as normal, can move only at half speed, jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its fly speed halved and plummets to the ground unless it succeeds at a DC 25 Strength (Athletics) check to remain in the air. Freedom of movement negates the effects of this spell. 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Make a melee spell attack against a creature within range. On a hit, it takes 1d4 bludgeoning damage and is pushed 10 feet in a straight line in a direction of your choice. In addition, its speed is reduced by 5 feet until the start of your next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Grease","description":"Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone . A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.","properties":{"Category":"Spells","Name":"Grease","Level":1,"Range":"60 feet","School":"Conjuration","Target":"A 10-foot square centered on a point within range","Classes":"Artificer, Wizard","Duration":"1 minute","Material":"A bit of pork rind or butter","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":4,"data-description":"Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.<br />When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Grease","description":"1st-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration : 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.","properties":{"Category":"Spells","Name":"Grease","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Grease","description":"Level 1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone .","properties":{"Category":"Spells","School":"Conjuration","Name":"Grease","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","data-RangeAoe":"60 ft (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Grease","description":"Level 1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Grease\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Grease\\\",\\\"description\\\":\\\"Nonflammable grease covers the ground in a 10-foot Square centered on a point within range and turns it into Difficult Terrain for the duration.\\\\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of pork rind or butter\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"10 foot\\\"}}\"},{\"name\":\"Grease Attack\",\"parent\":\"Grease\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Grease\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Have the Prone condition.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"10 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Grease","data-description":"Nonflammable grease covers the ground in a 10-foot Square centered on a point within range and turns it into Difficult Terrain for the duration.\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.","Level":1,"Casting Time":"Action","Duration":"1 minute","Range":"60 feet","Components":"V S M","Material":"a bit of pork rind or butter","data-CastNum":2,"data-DurationNum":4,"data-RangeNum":60,"Save":"Dexterity","data-RangeAoe":"60 ft (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greater Amplify Coast","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify coast, except that the ocean also fights to drown unprotected creatures beneath its waves. Whenever a creature enters the water for the first time or starts its turn there, it must make a Strength saving throw. After three failed saves, the creature begins to drown. After three successful saves, the creature becomes immune to the ocean’s pull. These saving throws are made with advantage if the creature has a floatation device (such as a suitable piece of driftwood). Additionally, ability checks made to swim within the area are made at disadvantage.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Amplify Desert","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify desert, except that intruders are also followed by a localized sandstorm, pointing out their location and making travel even harder. The sandstorm reduces visibility to 15 feet, and prevents the use of ranged weapons. Creatures protected from the spell are able to see perfectly despite the storm.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Amplify Forest","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify forest, except that an adult green dragon is also summoned to defend the lair's entrance. Additionally, the pollen weakens intruders’ immune systems, giving them disadvantage on Constitution saving throws against poison and disease while in the forest, and the forest is enchanted to have permanently still air (winds strong enough to disperse the pollen cannot occur in the forest).","properties":{"Category":"Spells","Level":9,"School":"transmutation","Expansion":28072,"Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Amplify Mountain","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify mountain, except that a thunderstorm also gathers around the lair, and lightning bolts strike at intruders. For each group of intruders, one intruder at random is targeted with a blast of lighting every 10 minutes. That creature must make a Dexterity saving throw or take 8d6 lightning damage.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Amplify Swamp","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify swamp, except that for every half-hour a creature spends in the area, it must make a Constitution saving throw or become poisoned for 1 hour. If a creature was already poisoned, it becomes sickened instead. If the creature was sickened, it gains 1 death saving throw failure and the duration of the sickened condition is extended by an hour. These saving throws are made with advantage if a creature is using a breathing filter that can keep out poisonous gasses.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Amplify Volcano","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 4 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 6000 gold pieces, which the spell consumes) Duration: 1 year This spell functions like lesser amplify volcano, except that the volcano also actively hurls fireballs at each intruder every 10 minutes. Each creature in a 10-foot radius sphere centered on the intruder must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 2d6 fire and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Analyze Device","description":"You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.","properties":{"Category":"Spells","Level":2,"School":"Divination (clockwork)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Greater Analyze Device","description":"2nd-Level Divination Casting Time: 1 hour Range: Touch Components: V, S, M (a set of clockworker’s tools) Duration: Instantaneous You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Greater Invisibility","description":"You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.","properties":{"Category":"Spells","Name":"Greater Invisibility","Level":4,"Range":"Touch","School":"Illusion","Target":"You or a creature you touch","Classes":"Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":3,"data-description":"You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greater Invisibility","description":"4th-Level Illusion Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.","properties":{"Category":"Spells","Name":"Greater Invisibility","Level":4,"School":"Illusion","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Greater Invisibility","description":"Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until the spell ends.","properties":{"Category":"Spells","School":"Illusion","Name":"Greater Invisibility","Level":4,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Greater Invisibility","description":"Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until the spell ends.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Greater Invisibility\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Greater Invisibility\\\",\\\"description\\\":\\\"A creature you touch has the Invisible condition until the spell ends.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Greater Invisibility Condition\",\"parent\":\"Greater Invisibility\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Greater Invisibility\\\",\\\"description\\\":\\\"A creature you touch has the Invisible condition until the spell ends.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Greater Invisibility","data-description":"A creature you touch has the Invisible condition until the spell ends.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greater Ley Protection","description":"You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can’t extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.","properties":{"Category":"Spells","Level":7,"School":"abjuration (forest-bound)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Greater Ley Pulse","description":"You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration. At Higher Levels. When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"Transmutation (Ley Line)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Greater Maze","description":"This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success. Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"Conjuration (labyrinth)","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Greater Maze","description":"9th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 10 minutes This spell functions as maze, but the target must make a dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success. Escaping this maze is especially difficult. To do so, the target must use an action to make a dc 20 intelligence check. It escapes when it makes its second successful check.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Greater Medic’s Grace","description":"3rd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a stalk of ghost pipe flowers, and any of a pinch of herbs, a drop of a tonic or tincture, or other minor medicine) Duration: Concentration, up to 1 minute For the duration of the spell, one creature within range ignores the effects of three Injuries chosen by the target when the spell is cast, although the Injuries are not healed. If the target no longer has any Injuries, you can choose a new target within 30 feet as a bonus action. When the spell ends, if the creature had an Injury of Deadly IIII or higher severity, the creature suffers a level of exhaustion. At Higher Levels. When cast using a spell slot of 5th or higher, the duration increases to 1 hour. When cast using a spell slot of 7th or higher, the duration increases to 8 hours.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Protective Nimbus","description":"You wrap yourself in a powerful corona that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance to necrotic damage and radiant damage. You can end the spell early by using an action to dismiss it, which creates a blast of light in a 30-foot radius. The blast deals 4d8 radiant damage to each creature in the area while simultaneously healing yourself of an equal amount of damage.","properties":{"Category":"Spells","Level":5,"School":"Abjuration (illumination)","Expansion":5764,"Components":"V, S, M","Damage Type":"Radiant","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Greater Protective Nimbus","description":"5th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a transparent gemstone worth at least 50 gp) Duration: 10 minutes You wrap yourself in a powerful corona that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance to necrotic damage and radiant damage. You can end the spell early by using an action to dismiss it, which creates a blast of light in a 30-foot radius. The blast deals 4d8 radiant damage to each creature in the area while simultaneously healing yourself of an equal amount of damage.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Greater Restoration","description":"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target. • One effect that charmed or petrified the target • One curse, including the target's attunement to a cursed magic item • Any reduction to one of the target's ability scores • One effect reducing the target's hit point maximum","properties":{"Category":"Spells","Name":"Greater Restoration","Level":5,"Range":"Touch","School":"Abjuration","Target":"A creature you touch","Classes":"Artificer, Bard, Cleric, Druid","Duration":"Instantaneous","Material":"Diamond dust worth at least 100 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:<br />One effect that charmed or petrified the target<br />One curse, including the target’s attunement to a cursed magic item<br />Any reduction to one of the target’s ability scores<br />One effect reducing the target’s hit point maximum","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greater Restoration","description":"5th-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration : Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target’s attunement to a cursed magic item Any reduction to one of the target’s ability scores One effect reducing the target’s hit point maximum","properties":{"Category":"Spells","Name":"Greater Restoration","Level":5,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Greater Restoration","description":"Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse , including the target’s Attunement to a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum","properties":{"Category":"Spells","School":"Abjuration","Name":"Greater Restoration","Level":5,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Greater Restoration","description":"Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the target’s Attunement to a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Remove Condition","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Greater Restoration\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Greater Restoration\\\",\\\"description\\\":\\\"You touch a creature and magically remove one of the following effects from it:\\\\n1 Exhaustion level\\\\nThe Charmed or Petrified condition\\\\nA curse, including the target's Attunement to a cursed magic item\\\\nAny reduction to one of the target's ability scores\\\\nAny reduction to the target's Hit Point maximum\\\",\\\"level\\\":5,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"diamond dust worth 100+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Greater Restoration","data-description":"You touch a creature and magically remove one of the following effects from it:\n1 Exhaustion level\nThe Charmed or Petrified condition\nA curse, including the target's Attunement to a cursed magic item\nAny reduction to one of the target's ability scores\nAny reduction to the target's Hit Point maximum","Level":5,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"diamond dust worth 100+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greater Seal of Sanctuary","description":"9th-Level Abjuration (Ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (incense and special inks worth 500 gp, which the spell consumes) Duration: 24 hours You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal. The seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"abjuration (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Greater Seal Of Sanctuary","description":"You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 100 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a deadly barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 15d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed instead of taking damage. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 100 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws, and each takes 4d8 radiant damage at the start of its turn. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal. The seal has 75 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"Abjuration (Ritual; Angelic)","Components":"V S M","Damage Type":"Radiant","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Greater Seal Of Sanctuary","description":"You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal. The seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"Abjuration (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Radiant","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Greater Ward","description":"3rd-level abjuration Casting Time: 1 action Range: 60 feet Components: S, M (the carapace of either a spider or scorpion) Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard A magical barrier envelops up to 4 willing creatures you can see within range including yourself. Attacks made against creatures protected by this spell have disadvantage for the duration. When the ward is ended in any way, including a failed Concentration check, a wave of force bursts out from each warded character. Any creature that was not warded within 5 feet of a warded creature makes a Dexterity saving throw, taking 2d10 force damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"abjuration","Components":"S, M","Damage Type":"force","Casting Time":"1 action"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Green Decay","description":"Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn. You lose concentration on this spell if you can’t see the target at the end of your turn. Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy (mythos)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Green Decay","description":"4th-Level Necromancy (Ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn. You lose concentration on this spell if you can’t see the target at the end of your turn. Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Green Mantle","description":"You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your esh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Green Mantle","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a plant from the surrounding terrain) Duration: 1 hour You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your ﬂesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Green-Flame Blade","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: V, S, M (a melee weapon worth at least 1 sp) Duration : Instantaneous You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Green-Flame Blade","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: V, S, M (a melee weapon worth at least 1 sp) Duration : Instantaneous You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Expansion":6286,"Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Greenshield","description":"2nd-level abjuration Can be cast by druids Casting Time : 1 minute R ange: Self Components: S, M (a twig and a blade of grass) Duration: Up to 12 hours This spell may only be cast in a natural setting with some plant life. When the spell is cast, the local flora grow and swell up to form a spherical shield with a 20-foot radius centered on the spellcaster. The branches and vines that make up the shield spread apart to allow you and your allies to press through, but they remain a twisted knot of dense undergrowth for anyone else. The shield looks like impassibly dense but otherwise natural undergrowth, although a creature may use an action to inspect it to determine if it is an unnatural creation. To determine this, it must succeed on an Intelligence (Investigation) check against your spell save DC. If you are in a location with abundant natural flora, such as a thick forest, the creature suffers disadvantage on its check. In addition, all magical auras of objects or creatures cannot be detected by anything outside the shield while those objects or creatures remain within the shield. The shield does not stop sounds or smells from entering or leaving.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"S, M","Casting Time":"1 minute"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Gremlins","description":"You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Conjuration (Clockwork)","Components":"V S M","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Grievous Wounds","description":"Choose a creature you can see within range. You momentarily strip the target's physiology of all resilience, enough that a mere scratch can become a terrible injury. Until the end of your next turn, the target loses any damage resistances or immunities, becomes vulnerable to all damage, and makes all its saving throws with disadvantage.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Grim Battleground","description":"Grim Battleground 5th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (skull of a previously defeated foe) Duration: Concentration, up to 1 minute A chill wind descends as you manifest a 30-foot-radius aura. This aura clings to you and any creature other than you in the area of effect cannot benefit from non-magical or magical healing. If a creature's hit points would be healed by any means (including regeneration) while in this area of effect, you gain the benefits of that healing instead. as temporary hit points. These temporary hit points are lost when this spell ends. Some battles are simply meant to end… one way or the other.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Grim Harvest","description":"You reap the life force of a dying creature and use it to empower the next spell you cast. Your target must be at 0 hit points and dying or must have died within the last round. If the target is dying, it must succeed on a Constitution saving throw or die. The next time you cast a spell, you gain 1d10 + your spellcasting ability modifier in temporary hit points and can choose one of the following effects to inflict on the target in addition to the usual effects of the spell you are casting. If you do not cast another spell within 1 minute of casting this one, the effect is lost. Clumsiness. Your target's speed is halved for 1 minute, and it has disadvantage on Dexterity ability checks and saving throws. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends. Fatiguing. Your target must make a Constitution saving throw, gaining 1d4 levels of exhaustion on a failed save or 1 level of exhaustion on a successful one. Vampiric. You recover a number of hit points equal to half the damage you dealt. If you dealt damage to multiple creatures, you recover half the amount of damage you dealt to one of the targets. Weakness. The target deals the minimum possible damage on melee attacks, if it hits, for 1 minute. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends. Withering. You deal an extra 4 dice of damage of the same type as the damage dice of the spell and all damage dealt by your spell becomes necrotic damage.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"30 foot radius"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Grim Harvest","description":"6th-level necromancy Casting time: 1 bonus action Range: self (30-foot radius) Components: v, s, m (a pinch of gray sand and a bone chip) Duration: instantaneous You reap the life force of a dying creature and use it to empower the next spell you cast. Your target must be at 0 hit points and dying or must have died within the last round. If the target is dying, it must succeed on a constitution saving throw or die. The next time you cast a spell, you gain 1d10 + your spellcasting ability modifier in temporary hit points and can choose one of the following effects to inflict on the spell’s target in addition to the usual effects of the spell you are casting. If the spell has more than one target, pick only one target to suffer the effect. If you don’t cast another spell within 1 minute of casting this one, the effect is lost. Clumsiness. Your target’s speed is halved for 1 minute, and it has disadvantage on dexterity ability checks and saving throws. At the end of each of its turns, it can make a constitution saving throw. If it succeeds, the effect ends. Fatiguing. Your target must make a constitution saving throw, gaining 1d4 levels of exhaustion on a failed save or 1 level of exhaustion on a successful one. Vampiric. You recover a number of hit points equal to half the damage you dealt to the target. Weakness. The target deals the minimum possible damage on melee attacks, if it hits, for 1 minute. At the end of each of its turns, it can make a constitution saving throw. If it succeeds, the effect ends. Withering. You deal an extra four dice of damage of the same type as the damage dice of the spell and all damage dealt by your spell becomes necrotic damage.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grim Prophecy","description":"7th-level divination Casting Time : 1 action Range : 60 feet Components : V, S, M (a small hourglass filled with black sand) Duration : Concentration, up to 1 minute Classes : Cleric, Warlock You show the target creature a haunting vision of its possible death in the future, causing a severe temporal backlash that inflicts negative effects on the target. The target must succeed on a Charisma saving throw. On a failed save, the target takes 28 (8d6) psychic damage and has disadvantage on all ability checks, saving throws, and attack rolls for the duration of the spell due to the overwhelming trauma caused by the vision of their own death. On a successful save, the target takes half damage and is frightened until the end of its next turn.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"divination","Expansion":26071,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Grim Shadows","description":"Sharp, spear-like shadows fill a 15-foot square of ground that you can see within range. For the duration, these shadows obscure creatures within the area, giving them half cover. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d8 piercing damage and be blinded until the spell ends. A creature that starts its turn in the area and is already blinded takes 1d8 piercing damage. A creature blinded by grim shadows can use its action to make a Dexterity or Wisdom saving throw (its choice) against your spell save DC. On a success, its sight returns.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Grim Shadows","description":"3rd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute Sharp, spear-like shadows fill a 15-foot square of ground that you can see within range. For the duration, these shadows obscure creatures within the area, giving them half cover. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a dexterity saving throw or take 1d8 piercing damage and be blinded until the spell ends. A creature that starts its turn in the area and is already blinded takes 1d8 piercing damage. A creature blinded by the grim shadows can use its action to make a dexterity or wisdom saving throw (its choice) against your spell save dc. On a success, its sight returns.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grim Siphon","description":"You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy (apocalypse)","Expansion":5764,"Components":"V, M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Grim Siphon","description":"1st-level necromancy Casting time: 1 action Range: 30 feet Components: v, m (the skull of a tiny mammal or bird) Duration: instantaneous You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, M ","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grinding Gears","description":"You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (Clockwork)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Grit in the Eye","description":"1st-level evocation Casting time: 1 bonus action Range: self Components: v Duration: concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before the spell ends, sand sloughs off your hands and blows into your target’s eyes. The target must make a constitution saving throw. On a failed save, the target takes 1d4 piercing damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. If you hit the target with an unarmed strike, the target has disadvantage on the saving throw. At the end of each of its turns, the target can make another constitution saving throw. On a success, the target is no longer blinded. At higher levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V","Damage Type":"piercing","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grudge Match","description":"This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a ­–2 penalty on that roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Grudge Match","description":"You reveal how the Norns have entwined the fate of nearby allies and enemies. For every ally targeted by this spell, you must also target an enemy within range. If the number of allies and enemies targeted isn't the same, the spell fails. For the duration of the spell, every target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made against targets also affected by the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above checks against a non-subject, it has a ­–2 penalty on that check. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is increased by 1 round for every slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation (Rune)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Grudge Match","description":"2nd-Level Evocation Casting Time: 1 action Range: 100 feet Components: V, S Duration: 1 round This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a ­–2 penalty on that roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Gruul War Chant","description":"You perform a war chant that emboldens up to three creatures of your choice within range to be more agressive. For the spell’s duration, the target creatures can make a single additional weapon attack when they take the Attack action. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Guardian of Civilization","description":"4th-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute A spirit representing the collective consciousness of communities throughout history answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Enlightened Scholar or Willful Warrior. Enlightened Scholar. A spectral crown, circlet, or hat (your choice) appears on your head, your eyes begin to glow with knowing light, and you gain the following benefits: Any Intelligence check you make to recall information is made with advantage. You make Wisdom saving throws with advantage. You make Intelligence-based attack rolls with advantage. You can use the Help action as a bonus action. When you use the action to aid an ally in attacking a creature, the target of that attack can be within 15 feet of you, rather than within 5 feet of you. Willful Warrior. A spectral suit of armor forms around you, your eyes begin to glow with a determined light, and you gain the following benefits: Your AC can’t be less than 17, regardless of what kind of armor you’re wearing. You make Constitution- and Charisma-based attack rolls with advantage. Your weapon attacks deal an extra 1d6 force damage on a hit. When you take bludgeoning, piercing, or slashing damage, you reduce the amount of damage you take by 2.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Guardian of Faith","description":"A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","properties":{"Category":"Spells","Name":"Guardian of Faith","Level":4,"Range":"30 feet","School":"Conjuration","Target":"An unoccupied space of your choice that you can see within range","Classes":"Cleric","Duration":"8 hours","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":12,"data-description":"A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.<br />Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guardian of Faith","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 30 feet Components: V Duration : 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guar⁠dian occupies that space and is indistinct except for a gleaming sword and shie⁠ld emblazoned with the sym⁠bol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guar⁠dian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The gua⁠rdian vanishes when it has dealt a total of 60 damage.","properties":{"Category":"Spells","Name":"Guardian of Faith","Level":4,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Guardian of Faith","description":"Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw , taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage .","properties":{"Category":"Spells","School":"Conjuration","Name":"Guardian of Faith","Level":4,"Casting Time":"Action","Components":"V","Save":"Dexterity","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Guardian of Faith","description":"Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Minions, Dexterity Save, Radiant Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Guardian of Faith\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Guardian of Faith\\\",\\\"description\\\":\\\"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\\\\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Guardian of Faith Condition\",\"parent\":\"Guardian of Faith\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Guardian of Faith\\\",\\\"description\\\":\\\"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. The guardian vanishes when it has dealt a total of 60 damage.\\\"}\"},{\"name\":\"Guardian of Faith Attack\",\"parent\":\"Guardian of Faith\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Guardian of Faith\\\",\\\"range\\\":\\\"30 feet\\\",\\\"description\\\":\\\"Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target takes 20 Radiant Damage.\\\",\\\"onSucceed\\\":\\\"The target takes half damage.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"10-foot\\\"}}\"},{\"name\":\"Guardian of Faith Damage\",\"parent\":\"Guardian of Faith Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":20,\\\"damageType\\\":\\\"Radiant\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Guardian of Faith","data-description":"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\nAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","Level":4,"Casting Time":"Action","Duration":"8 hours","Range":"30 feet","Components":"V","data-CastNum":2,"data-DurationNum":12,"data-RangeNum":30,"Save":"Dexterity","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Guardian of Nature","description":"4th-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage. Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: You gain 10 temporary hit points. You make Constitution saving throws with advantage. You make Dexterity- and Wisdom-based attack rolls with advantage. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Guardian of the Sacred Gate","description":"Tier 1 earth summoning Casting Time: 1 minute Base Favor Cost: 0 Range: 10 feet Components (Required): V, S Resonances: You are wearing or wielding at least one awakened item (1 bonus favor), you are in one of the afterlife realms (2 bonus favor) Duration: Ongoing (1 favor per round) Effects: You invoke spiritual protection, and a warrior spirit heeds your call. You summon one spectral trooper to fight for you for the invocation’s duration (see the Spectral Trooper profile). It appears at a point of your choice within range. The spectral trooper does not take its own turn, but instead acts after your turn each round, either moving its speed or performing one action. It can perform opportunity attacks and other reactions. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 2+ favor: You summon one additional spectral trooper to a position within range per 2 favor spent this way. The duration of this invocation becomes “Ongoing (1 favor per round per trooper),” and must be paid in full or all troopers vanish. 3 favor: You substantially empower each of your spectral troopers, increasing their maximum hit points to 21 and increasing their AC to 15. 3 favor: You infuse the weapons of each spectral trooper you summon with purifying might. Each one deals 1d4 additional radiant damage with its attacks. 4 favor: You dramatically empower each of your spectral troopers, increasing their maximum hit points to 41, granting them advantage on all saving throws, and increasing their AC to 16.","properties":{"Category":"Spells","Level":1,"School":"earth summoning","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Guardian's Intervention","description":"3rd-level transmutation Casting Time: 1 reaction, which you take when you see an ally become Injured Range: 30 feet Components: V, S Duration: Instantaneous Seeing your ally inflicted with a terrible wound, you call out a prayer of safety, taking their burden for your own. Choose one allied creature you can see within range that has just suffered an Injury inflicted by an enemy creature. That Injury is removed and is transferred to you (the ally suffers no Lasting Effects). If that Injury was a core Injury and you already have a core Injury of that severity, you gain one of the nearest available severity (choosing the lower severity if there is a tie). For example, if it was of Dangerous II severity, and you have core Injuries of Dangerous II and Handicap III severity, you would gain a Setback I Injury. If the Injury was a special Injury and you already have the Injury your ally would suffer, you can’t prevent the Injury unless you can gain that Injury multiple times.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when you see an ally become Injured","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Guards and Wards","description":"You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors: Fog fills all the warded corridors, making them heavily obscured . In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold. • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. • Place magic mouth in two locations. • Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts. • Place a constant gust of wind in one corridor or room. • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.","properties":{"Category":"Spells","Name":"Guards and Wards","Level":6,"Range":"Touch","School":"Abjuration","Target":"Up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares)","Classes":"Bard, Wizard","Duration":"24 hours","Material":"Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":-7,"data-DurationNum":14,"data-description":"You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.<br />When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.<br />Guards and wards creates the following effects within the warded area.<br />Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.<br />Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.<br />Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.<br />Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.<br />Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.<br />Place magic mouth in two locations.<br />Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.<br />Place a constant gust of wind in one corridor or room.<br />Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.<br />The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.<br />You can create a permanently guarded and warded structure by casting this spell there every day for one year.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guards and Wards","description":"6th-Level Abjuration Casting Time : 10 minutes Rang e: Touch Components: V, S, M ( burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp ) Duration : 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while g uards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while g uards and wards lasts. Place a constant gust of wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.","properties":{"Category":"Spells","Name":"Guards and Wards","Level":6,"School":"Abjuration","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Guards and Wards","description":"Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured . In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area: Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally","properties":{"Category":"Spells","School":"Abjuration","Name":"Guards and Wards","Level":6,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Guards and Wards","description":"Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area: Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Guards and Wards\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Guards and Wards\\\",\\\"description\\\":\\\"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\\\\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\\\\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\\\\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\\\\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\\\\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\\\\nOther Spell Effect. Place one of the following magical effects within the warded area:\\\\nDancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\\\\nMagic Mouth in two locations\\\\nStinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\\\\nGust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\\\\nSuggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally\\\",\\\"level\\\":6,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a silver rod worth 10+ GP\\\"}}\"},{\"name\":\"Guards and Wards Condition\",\"parent\":\"Guards and Wards\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Guards and Wards\\\",\\\"description\\\":\\\"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\\\"}\"},{\"name\":\"Guards and Wards - Dancing Lights Effect\",\"parent\":\"Guards and Wards Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Dancing Lights - Guards and Wards\\\",\\\"description\\\":\\\"You can place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.\\\",\\\"category\\\":[]}\"},{\"name\":\"Guards and Wards - Dancing Lights\",\"parent\":\"Guards and Wards - Dancing Lights Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Dancing Lights\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Guards and Wards - Magic Mouth Effect\",\"parent\":\"Guards and Wards Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Magic Mouth - Guards and Wards\\\",\\\"description\\\":\\\"You can place Magic Mouth in two locations.\\\",\\\"category\\\":[]}\"},{\"name\":\"Guards and Wards - Magic Mouth\",\"parent\":\"Guards and Wards - Magic Mouth Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Magic Mouth\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Guards and Wards - Stinking Cloud Effect\",\"parent\":\"Guards and Wards Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Stinking Cloud - Guards and Wards\\\",\\\"description\\\":\\\"You can place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.\\\",\\\"category\\\":[]}\"},{\"name\":\"Guards and Wards - Stinking Cloud\",\"parent\":\"Guards and Wards - Stinking Cloud Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Stinking Cloud\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Guards and Wards - Gust of Wind Effect\",\"parent\":\"Guards and Wards Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Gust of Wind - Guards and Wards\\\",\\\"description\\\":\\\"You can place a constant Gust of Wind in one corridor or room.\\\",\\\"category\\\":[]}\"},{\"name\":\"Guards and Wards - Gust of Wind\",\"parent\":\"Guards and Wards - Gust of Wind Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Gust of Wind\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Guards and Wards - Suggestion Effect\",\"parent\":\"Guards and Wards Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Suggestion - Guards and Wards\\\",\\\"description\\\":\\\"You can place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.\\\",\\\"category\\\":[]}\"},{\"name\":\"Guards and Wards - Suggestion\",\"parent\":\"Guards and Wards - Suggestion Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Suggestion\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Guards and Wards","data-description":"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\nCorridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\nDoors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\nStairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\nOther Spell Effect. Place one of the following magical effects within the warded area:\nDancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\nMagic Mouth in two locations\nStinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\nGust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\nSuggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally","Level":6,"Casting Time":"1 hour","Duration":"24 hours","Range":"Touch","Components":"V S M","Material":"a silver rod worth 10+ GP","data-CastNum":6,"data-DurationNum":14},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Guest of Honor","description":"1st-level enchantment (ritual) Casting time: 10 minutes Range: touch Components: v, m (a signet ring worth at least 25 gp) Duration: 10 minutes You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all charisma (persuasion) checks made to influence the attitudes of others. Ritual focus. If you expend your ritual focus, the effect lasts for 24 hours.","properties":{"Category":"Spells","Level":1,"School":"enchantment (ritual)","Components":"V, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Guest Of Honor","description":"You whisper words of encouragement, and a target that you touch gains confidence along with approval from strangers. For the spell's duration, the subject puts their best foot forward and strangers associate the target with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others and gains a +2 bonus to their status score (if used). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st. Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.","properties":{"Category":"Spells","Level":1,"School":"Enchantment (Ritual; High Elven)","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Guest Of Honor","description":"You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st. Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.","properties":{"Category":"Spells","Level":1,"School":"Enchantment (elven ritual)","Expansion":5764,"Components":"V, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Guidance","description":"Divination Cantrip Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.","properties":{"Category":"Spells","Name":"Guidance","Level":0,"School":"Divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Guidance","description":"Divination Cantrip Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.","properties":{"Category":"Spells","Name":"Guidance","Level":0,"School":"Divination","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Guidance","description":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.","properties":{"Category":"Spells","Name":"Guidance","Level":0,"Range":"Touch","School":"Divination","Target":"One willing creature","Classes":"Artificer, Cleric, Druid","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":3,"data-description":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guidance","description":"Divination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Component: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a skill . Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill .","properties":{"Category":"Spells","School":"Divination","Name":"Guidance","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Guidance","description":"Divination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Component: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.","properties":{"Category":"Spells","School":"Divination","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Guidance\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Guidance\\\",\\\"description\\\":\\\"You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Guidance Effect\",\"parent\":\"Guidance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Guidance\\\",\\\"description\\\":\\\"You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.\\\",\\\"category\\\":[\\\"Ability Check\\\"],\\\"diceValue\\\":\\\"1d4\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Guidance","data-description":"You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.","Level":0,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Guided Missile","description":"1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You utter a prayer to guide your projectile, causing it to arc toward its target. The next ranged weapon attack you make before the spell ends has advantage, and has double its normal and long ranges.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Guiding Bolt","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Guiding Bolt","Level":1,"School":"Evocation","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Guiding Bolt","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Guiding Bolt","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Guiding Bolt","description":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage , thanks to the mystical dim light glittering on the target until then. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Guiding Bolt","Level":1,"Range":"120 feet","Damage":"4d6","School":"Evocation","Target":"A creature of your choice within range","Classes":"Cleric","Duration":"1 round","data-List":"false","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":2,"data-description":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guiding Bolt","description":"1st-Level Evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Guiding Bolt","description":"Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target . On a hit, it takes 4d6 Radiant damage , and the next attack roll made against it before the end of your next turn has Advantage . Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Guiding Bolt","Level":1,"Casting Time":"Action","Components":"V S","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Guiding Bolt","description":"Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Radiant Damage, Attack vs AC","Spell Attack":"Ranged","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 turn","data-datarecords":"[{\"name\":\"Guiding Bolt\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Guiding Bolt\\\",\\\"description\\\":\\\"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"1 round\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Guiding Bolt Attack\",\"parent\":\"Guiding Bolt\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Guiding Bolt\\\",\\\"range\\\":\\\"120 feet\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Guiding Bolt Damage\",\"parent\":\"Guiding Bolt Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Guiding Bolt Damage Upcast\",\"parent\":\"Guiding Bolt Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Guiding Bolt","data-description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","Level":1,"Casting Time":"Action","Duration":"1 round","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":2,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"4d6","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Guiding Discs","description":"You create a number of small gravity discs that follow and spin a few feet around a creature of your choice. The target has rudimentary control over the movement patterns of these discs and can use them to quickly climb objects or protect you from certain types of attacks. Until the effect ends, the target has a +2 bonus to all Dexterity and Constitution saving throws. They also gain a climbing speed equal to your walking speed.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Guiding Malevolence","description":"3rd-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You utter a harsh word, and necrotic energy seeps into your target's flesh, rendering them vulnerable and drawing the focus of lethal attacks. One creature you can see within range must make a Constitution saving throw. On a failed save, the next attack made against it before the start of your next turn with the intent to Injure has advantage and deals an additional 4d10 necrotic damage if it hits. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus damage increases by 1d10 per spell level beyond 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Guiding Star","description":"By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can't become directionally disoriented or lose track of the destination. The spell doesn't, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.","properties":{"Category":"Spells","Level":1,"School":"Divination (Ritual; Illumination)","Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Guiding Star","description":"By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.","properties":{"Category":"Spells","Level":1,"School":"Divination (illumination)","Expansion":5764,"Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Guiding Star","description":"1st-Level Divination (Ritual) Casting Time: 10 minutes Range: Self Components: V, S Duration: 8 hours By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.","properties":{"Category":"Spells","Level":1,"School":"divination (ritual)","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Guiding Voice","description":"You encourage one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Guiding Weapon","description":"3rd-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with the ability to guide itself toward weak spots in a target’s defenses. Until the spell ends, weapon attacks made with it deal an extra 1d4 damage on a hit, and once per turn when a weapon attack made with it misses, the attacker can choose to add your spellcasting ability modifier to the attack roll, potentially changing the result to a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the weapon gains a +1 bonus to attack rolls and the extra damage increases to 2d4. When you use a spell slot of 7th or 8th level, the weapon gains a +2 bonus to attack rolls and the extra damage increases to 3d4. When you use a 9th level spell slot, the weapon gains a bonus to attack rolls equal to your spellcasting ability modifier and its extra damage increases to 3d4. If the target weapon is already magical when you cast this spell using a spell slot that would grant a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Gust","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Gust","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Gust (Eberron)","description":"Transmutation cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":4480,"Components":"V S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Gust Barrier","description":"Evocation cantrip Casting Time: 1 action Range: Self Components: S Duration: 1 round You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage. Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked prone.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Gust of Wind","description":"A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles , torches , and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.","properties":{"Category":"Spells","Name":"Gust of Wind","Level":2,"Range":"Self (60-foot line)","School":"Evocation","Target":"Self (60-foot line)","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A legume seed","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-3,"data-DurationNum":3,"data-description":"A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.<br />Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.<br />The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<br />As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gust of Wind","description":"2nd-Level Evocation Casting Time : 1 action Rang e: Self (60-foot line) Components: V, S, M (a legume seed) Duration : Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.","properties":{"Category":"Spells","Name":"Gust of Wind","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Gust of Wind","description":"Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line . A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","properties":{"Category":"Spells","School":"Evocation","Name":"Gust of Wind","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Strength","data-RangeAoe":"Self (10 ft wide, 60 feet long ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Gust of Wind","description":"Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Gust of Wind\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Gust of Wind\\\",\\\"description\\\":\\\"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\\\\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\\\\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\\\\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a legume seed\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Line\\\",\\\"size\\\":\\\"10 feet wide, 60 feet long\\\"}}\"},{\"name\":\"Gust of Wind Attack\",\"parent\":\"Gust of Wind\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Gust of Wind\\\",\\\"onHitDisplay\\\":\\\"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"pushed 15 feet away from you in a direction following the Line.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Line\\\",\\\"size\\\":\\\"10 feet wide, 60 feet long\\\"}}\"},{\"name\":\"Gust of Wind Condition\",\"parent\":\"Gust of Wind\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Gust of Wind\\\",\\\"description\\\":\\\"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\\\"}\"},{\"name\":\"Gust of Wind Bonus Action\",\"parent\":\"Gust of Wind Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Gust of Wind\\\",\\\"description\\\":\\\"As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Gust of Wind","data-description":"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\nThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"a legume seed","data-CastNum":2,"Save":"Strength","data-RangeAoe":"Self (10 ft wide, 60 feet long ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Haematomatic Cloak","description":"You can wound yourself taking damage equal to the hit points of your Arcane Blood Mass or use your Arcane Blood Mass itself to create a cloak of swirling blood that provides a base AC of 14 + your Constitution modifier. As a bonus action while protected by the cloak, you can command globules of blood from a recently fallen creature to be absorbed by your cloak; each infusion increases your AC by 1, to a maximum of 18 + Constitution modifier. You can also use a bonus action to dispel the cloak, causing it to wrap around you, solidify, and then explode into a shower of flying blood shards that deals 8d6 slashing damage, +1d6 per point of AC absorbed into the cloak, to all creatures within 30 feet of you. If you used Arcane Blood Mass for this spell and dismiss it, this spell ends with no effects. If you used Arcane Blood Mass and dispelled the cloak, you will need to create a new Arcane Blood Mass.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Components":"V, S","Damage Type":"slashing","Casting Time":"1 Action","data-RangeAoe":"Self"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Haemoforge","description":"When you make a melee spell attack using a piercing melee weapon you can cast this spell. On a hit, you cause the iron in the targets blood to rapidly heat and meld with the weapon still thrust in the targets body. The target must make a constitution saving throw against you spell save DC, on a failed throw, the target takes 8d10 fire damage and becomes stunned until the end of its next turn as shock takes hold of its body. On a successful save the target takes half damage and is not stunned After a successful attack that utilised this spell, you lose the weapon. This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"transmutation","Components":"S, M","Damage Type":"fire","Casting Time":"1 Action","data-RangeAoe":"Special, Range of the weapon used in casting"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Haemorrhage","description":"You invigorate of a large volume of a target’s blood and force it out through their mouth, nose, and eyes causing them to become blood soaked. Unless they make a successful Constitution saving throw vs your spell save DC, the target takes 3d6 + your spellcasting ability modifier in damage direct to their hit points; if the throw was successful, they only take half damage. Regardless of whether the target succeeds or not, the horrific nature of this spell demoralizes the target's allies’ enemies; causing any within 10 feet of the target to have disadvantage on any attacks or skill checks they make until the end of their next turn. This spell has no effect on constructs, undead, and creatures that do not have blood.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"120 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Haemorrhagic Cloud","description":"You spill your own blood taking 1d8 Necrotic damage and use the magical essence within to create a 20-foot-radius sphere of red, wispy gas centred on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn, or enters the cloud on their turn, must make a constitution saving throw against your Spell save DC. On a failed save, the creature becomes incapacitated as it starts retching and reeling whilst lacerations form all over its skin causing the creature to bleed and take 2d8 slashing damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Any creature with blood that is affected by this spell becomes blood soaked. When this spell ends, the cloud drops to the floor causing the area to become covered in blood. At Higher Levels: When you use a spell slot of 6th level or higher you can roll 1d8 whenever a creature fails a con save in the cloud and regain the result as hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S","Damage Type":"slashing","Casting Time":"1 Action","data-RangeAoe":"90 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Haemostatic Hands","description":"You can touch a wounded creature and draw power from their blood to restore a number of hit points to that creature, up to twice their total level. Alternatively, you can expend 1d10 of their hit points to cure the target of one disease or neutralize one poison affecting it. This feature has no effect on undead, constructs or creatures without blood.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"Touch"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Hag Stream","description":"1st-level (hag) evocation Casting Time: 1 action Range: 90 feet Components: S Duration: 1 minute This spell has no effect if the target is not in moonlight. This spell has no effect on any creature with the fey subtype. A teal, wispy, and sinuous stream of energy fires from the hag’s pinky finger towards her target. The hag makes a ranged spell attack against the target. On a hit, the target glows with bright teal flames and takes 1 point of radiant damage per round. These teal flames will persist, for up to a minute, as long as the target remains in any amount of moonlight. Targets, who are not blind, suffering from radiant damage caused by a hag ray will have disadvantage on all attacks that target any hag that is also illuminated by moonlight, as their exact location appears blurry and murky: nearby lights seem to stream towards each hag. Creatures not affected by a hag ray will not see this effect. A hag creates more than one stream at higher spellcasting levels: two streams at 5th level, three streams at 7th level, four streams at 9th level, and five streams at 11th level.","properties":{"Category":"Spells","Level":1,"School":"(hag) evocation","Components":"S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hail of Stones","description":"Target a 10-foot square that you can see within range. All creatures within the area are rained upon with small stones and must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. ","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Hail of Thorns","description":"1st-Level Conjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the att⁠ack, the target of the at⁠tack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).","properties":{"Category":"Spells","Name":"Hail of Thorns","Save":"Dexterity","Level":1,"School":"Conjuration","Expansion":5,"Components":"V","Damage Type":"Piercing","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hail of Thorns","description":"Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Ranged weapon Range: Self Components: V Duration: Instantaneous As you hit the creature , this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw , taking 1d10 Piercing damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Name":"Hail of Thorns","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Dexterity","Damage Type":"Piercing","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hallow","description":"You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm , frighten , or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls . When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage: Affected creatures can't be frightened while in the area. Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest: Dead bodies interred in the area can't be turned into undead . Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. Fear: Affected creatures are frightened while in the area. Silence: No sound can emanate from within the area, and no sound can reach into it. Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language .","properties":{"Category":"Spells","Name":"Hallow","Level":5,"Range":"Touch","School":"Evocation","Target":"A touched point","Classes":"Cleric","Duration":"Until dispelled","Material":"Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"24 hours","data-CastNum":9,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.<br />First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.<br />Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.<br />Courage. Affected creatures can’t be frightened while in the area.<br />Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area.<br />Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.<br />Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br />Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br />Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.<br />Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.<br />Fear. Affected creatures are frightened while in the area.<br />Silence. No sound can emanate from within the area, and no sound can reach into it.<br />Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hallow","description":"5th-Level Evocation Casting Time : 24 hours Rang e: Touch Components: V, S, M (Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) Duration : Until dispelled You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer ch⁠armed, frighte⁠ned, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage. Affected creatures can’t be frightened while in the area. Darkness. Dark⁠ness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical darkn⁠ess created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. Fear. Affected creatures are frightened while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.","properties":{"Category":"Spells","Name":"Hallow","Level":5,"School":"Evocation","Components":"V S M","Casting Time":"24 hours","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hallow","description":"Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow . The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration , Celestial , Elemental , Fey , Fiend , or Undead . Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed , or Frightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light. Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead . Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","properties":{"Category":"Spells","School":"Abjuration","Name":"Hallow","Level":5,"Casting Time":"24 hours","Components":"V S M","data-RangeAoe":"Touch (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hallow","description":"Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow . The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light. Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead. Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Hallow\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hallow\\\",\\\"description\\\":\\\"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\\\\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\\\\nExtra Effect. You bind an extra effect to the area from the list below:\\\\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\\\\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\\\\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\\\\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\\\\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\\\\nFear. Creatures of any types you choose have the Frightened condition while in the area.\\\\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\\\\nSilence. No sound can emanate from within the area, and no sound can reach into it.\\\\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\\\\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"24 hours\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"incense worth 1,000+ GP, which the spell consumes\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Hallow Courage Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Courage\\\",\\\"description\\\":\\\"Creatures of any types you choose can't gain the Frightened condition while in the area.\\\"}\"},{\"name\":\"Hallow Courage Frightened Defense\",\"parent\":\"Hallow Courage Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Frightened\\\"}\"},{\"name\":\"Hallow Darkness Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Darkness\\\",\\\"description\\\":\\\"Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\\\"}\"},{\"name\":\"Hallow Daylight Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Daylight\\\",\\\"description\\\":\\\"Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\\\"}\"},{\"name\":\"Hallow Peaceful Rest Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Peaceful Rest\\\",\\\"description\\\":\\\"Dead bodies interred in the area can't be turned into Undead.\\\"}\"},{\"name\":\"Hallow Extradimensional Interference Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Extradimensional Interference\\\",\\\"description\\\":\\\"Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\\\"}\"},{\"name\":\"Hallow Fear Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Fear\\\",\\\"description\\\":\\\"Creatures of any types you choose have the Frightened condition while in the area.\\\"}\"},{\"name\":\"Hallow Resistance Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Resistance\\\",\\\"description\\\":\\\"Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\\\"}\"},{\"name\":\"Hallow Resistance\",\"parent\":\"Hallow Resistance Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"details\\\":\\\"Pick a damage type to Resist.\\\"}\"},{\"name\":\"Hallow Silence Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Silence\\\",\\\"description\\\":\\\"No sound can emanate from within the area, and no sound can reach into it.\\\"}\"},{\"name\":\"Hallow Tongues Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Tongues\\\",\\\"description\\\":\\\"Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\\\"}\"},{\"name\":\"Hallow Tongues Languages\",\"parent\":\"Hallow Tongues Condition\",\"payload\":\"{\\\"type\\\":\\\"Language\\\",\\\"name\\\":\\\"All\\\"}\"},{\"name\":\"Hallow Vulnerability Condition\",\"parent\":\"Hallow\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hallow - Vulnerability\\\",\\\"description\\\":\\\"Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.\\\"}\"},{\"name\":\"Hallow Vulnerability\",\"parent\":\"Hallow Vulnerability Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"details\\\":\\\"Pick a damage type to be Vulnerable to.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 day","filter-Concentration":"No","Name":"Hallow","data-description":"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\nHallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\nExtra Effect. You bind an extra effect to the area from the list below:\nCourage. Creatures of any types you choose can't gain the Frightened condition while in the area.\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\nDaylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\nPeaceful Rest. Dead bodies interred in the area can't be turned into Undead.\nExtradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\nFear. Creatures of any types you choose have the Frightened condition while in the area.\nResistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\nSilence. No sound can emanate from within the area, and no sound can reach into it.\nTongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\nVulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","Level":5,"Casting Time":"24 hours","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"incense worth 1,000+ GP, which the spell consumes","data-CastNum":9,"data-DurationNum":18,"data-RangeAoe":"Touch (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hallucinatory Terrain","description":"4th-Level Illusion Casting Time : 10 minutes Rang e: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration : 24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.","properties":{"Category":"Spells","Name":"Hallucinatory Terrain","Level":4,"School":"Illusion","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hallucinatory Terrain","description":"You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.","properties":{"Category":"Spells","Name":"Hallucinatory Terrain","Level":4,"Range":"300 feet","School":"Illusion","Target":"150-foot cube in range","Classes":"Bard, Druid, Warlock, Wizard","Duration":"24 hours","Material":"A stone, a twig, and a bit of green plant","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":300,"data-DurationNum":14,"data-description":"You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.<br />The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hallucinatory Terrain","description":"Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment , and creatures within the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.","properties":{"Category":"Spells","School":"Illusion","Name":"Hallucinatory Terrain","Level":4,"Casting Time":"10 minutes","Components":"V S M","data-RangeAoe":"300 ft (150 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hallucinatory Terrain","description":"Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Druid, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Hallucinatory Terrain\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hallucinatory Terrain\\\",\\\"description\\\":\\\"You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\\\\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"300 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a mushroom\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"150 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Hallucinatory Terrain","data-description":"You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.","Level":4,"Casting Time":"10 minutes","Duration":"24 hours","Range":"300 feet","Components":"V S M","Material":"a mushroom","data-CastNum":5,"data-DurationNum":14,"data-RangeNum":300,"data-RangeAoe":"300 ft (150 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Halo of Blood and Tears","description":"4th-level necromancy Casting time: 1 action Range: self Components: v, s Duration: concentration, up to 1 minute A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects: Healing burst. The next spell you cast that restores hit points to a creature restores an additional amount equal to the stored energy. Spell rejuvenation. You regain one expended spell slot of a level determined by the amount of stored energy. You regain an expended 1st-level spell slot if the stored energy is at least 10 damage, a 2nd-level spell slot if the stored energy is at least 20 damage, and so on. You can’t regain multiple spell slots at once with this effect.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Halo of Flame","description":"2nd-level evocation Casting Time: 1 action Range: Self (10-foot-radius, 5-foot-wide ring) Components: V, S Duration: Instantaneous A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hammer Fist","description":"2nd level Transmutation Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 minute You touch a willing creature. Until the spell ends, one of the target's hands (their choice which) is transformed into a glowing hammer. Any objects held in the hand are dropped. While your hand is transformed, you gain a +2 bonus to melee attack and damage rolls made with the hammer fist. On a hit, the target takes 2d6+2 bludgeoning damage. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. You can add your Strength modifier to the damage of the hammer fist attack even if you don’t have the Two-Weapon Fighting style. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":32955,"Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Hamstring","description":"You create a barbed arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hamstring","description":"You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Components":"S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hamstring","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hand of Doom","description":"Necromancy cantrip Casting time: 1 action Range: touch Components: v, s Duration: instantaneous Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 necrotic damage and must make a successful constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of 1d4 necrotic damage on a failed save. This spell’s damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hand Of Doom","description":"Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 necrotic damage and must make a successful Constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of 1d4 necrotic damage on a failed save. This spell’s damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy (apocalypse)","Expansion":5764,"Components":"V S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hand of Fate","description":"You cause a ghostly apparition to appear to give you basic guidance about a course of action. Roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretelling roll. You must choose to do so before the roll. The foretelling roll granted by this spell can be used only once and the spell ends once it is used.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Hands of the Tide","description":"Tier 2 water au gmentation Casting Time: 1 action Base Favor Cost: 1 Range: 30 feet Components (Required): V, S Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: Instantaneous Effects: You call upon the malleability of water to shift the world around your friends and foes. Choose two Small or Medium creatures within range. Each one immediately teleports to the other’s previous position. If any creature is unwilling to be moved, it can resist with a Strength saving throw. On success, that creature does not exchange places with any other creature affected by the invocation, and as it does not leave its position, another creature cannot be moved to occupy its position. It is also unaffected by the invocation’s empowerments. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: Choose one additional creature per favor spent this way; each creature you choose must be of the same size as your target and within range. Each creature moved this way must end in a position previously occupied by a creature affected by this invocation. 1+ favor: You call upon dizzying eddies of water to make your invocation harder to resist, increasing the DC of the saving throw a creature must make to avoid being moved by 3 per favor spent this way. 2 favor: You call upon tidal forces to amplify your invocation, allowing you to target Tiny and Large creatures as well. 2 favor: You call upon the spirits of water to exchange the fortunes of affected creatures. Choose a condition that at least one affected creature is suffering. It loses that condition, and any number of other affected creatures gain that condition. You cannot choose the following conditions this way: exhausted, incapacitated, grappled, restrained, or unconscious. If the condition has an object (e.g. frightened and charmed), you become the object of the condition (e.g. the creatures become frightened of you or charmed by you). 3 favor: You disorient any number of the creatures affected of your choice, causing them to suffer the distracted condition (–2 AC, removed after it is hit by an attack).","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"water augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Hangover","description":"2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny vial of strong liquor) Duration: Instantaneous You emit a drunken aura that quickly washes away, leaving the feeling of an intense hangover. A creature you choose within range must succeed on a Constitution saving throw or take 3d8 psychic damage. The target has disadvantage on Constitution saving throws it makes to maintain concentration on a spell due to this damage. Additionally, on a failed save, the target is poisoned until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hard Heart","description":"You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hard Heart","description":"1st-Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (an iron key) Duration: 10 minutes You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hardlight Blaster","description":"You wave your hand and conjure a sophisticated arcane weapon, constructed of brilliant compressed light, which hovers in the air in an unoccupied space within 10 feet of you. The weapon fires a crackling beam of energy at a target you choose within 60 feet of it, making a ranged spell attack using your spell attack bonus. The weapon is the point of origin for this attack; therefore, the attack can target a creature that isn't within your line of sight, as long as it is within the weapon’s line of sight. On a hit, the target takes 3d6 force damage. After this attack, this weapon dissipates. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d6 force damage for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":9634,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Hardlight Frame","description":"Plates of shimmering compressed light swarm your body, landing in the precise positions to form an intricate suit of power armor. For the duration, you gain the following benefits: • Your AC equals 16, if it was lower. • You gain 40 temporary hit points. If these temporary hit points are reduced to 0, the spell ends. If any of them remain when the spell ends, they are lost. • Your size becomes Large, if it was smaller. • You have advantage on Strength checks and saving throws. • The armor confers the benefits of a life suit. • The armor has two integrated battlefists. You have proficiency with these weapons. When you attack with them, you make a melee spell attack against a target within 10 feet of you. On a hit, the battlefists deal force damage equal to 2d12 + your spellcasting ability modifier. • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the temporary hit points bestowed by the spell increases by 10 points for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":9634,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Harfang's Hoarfrost ","description":"4th-level transmutation Casting time: 1 bonus action Range: touch Components: v, s, m (a piece of ammunition for a ranged weapon) Duration: 1 hour Crackling ice coats a ranged weapon you touch. When you make a ranged weapon attack with that weapon during the spell’s duration, the ammunition becomes wreathed in frost. Make the attack roll as normal. On a hit, the weapon deals an extra 2d8 cold damage, and the target must succeed on a constitution saving throw or become restrained by ice until the end of its next turn. The spell lasts for the duration or until you make six ranged weapon attacks with the weapon. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can make one additional ranged weapon attack with the weapon before the spell ends for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Harm","description":"6th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.","properties":{"Category":"Spells","Name":"Harm","Save":"Constitution","Level":6,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Harm","description":"You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.","properties":{"Category":"Spells","Name":"Harm","Level":6,"Range":"60 feet","School":"Necromancy","Target":"A creature that you can see within range","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Harm","description":"Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw . On a failed save , it takes 14d6 Necrotic damage , and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save , it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.","properties":{"Category":"Spells","School":"Necromancy","Name":"Harm","Level":6,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Harm","description":"Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Harm\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Harm\\\",\\\"description\\\":\\\"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Harm Attack\",\"parent\":\"Harm\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Harm\\\",\\\"range\\\":\\\"60 feet\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Take 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. This spell can't reduce a target's Hit Point maximum below 1.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Harm Damage\",\"parent\":\"Harm Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":14,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Harm","data-description":"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.","Level":6,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Constitution","Damage":"14d6","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Harmful Exchange","description":"3rd-level conjuration Casting time: 1 reaction, which you take when a creature you can see within 30 feet of you makes an attack against you Range: 30 feet Components: v, s Duration: instantaneous As a creature attacks you, you swap places with another creature you can see within range, forcing that creature to take a blow intended for you. If the target of the swap is unwilling, it must succeed on a charisma saving throw to avoid the effect. When you swap places with a creature, you are teleported to the that creature’s space as it is teleported to yours, and that creature becomes the new target of the triggering attack. You can’t swap places with a creature more than one size category larger than you. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s range increases by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 reaction, which you take when a creature you can see within 30 feet of you makes an attack against you","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Harmonize","description":"You synchronize with a willing spellcaster within 10 feet of you and learn to manipulate magical energies temporarily in a new way. You gain the knowledge of a single spell of 1st level (it doesn’t need to be a spell on your class’s spellcasting list) of your choice that a creature within 10 feet of you knows or has prepared. For the spell’s duration, you know the spell and can cast it using your spell slots. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can choose a spell higher than 1st level if its level is less than or equal to the level of the spell slot you used.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Harry","description":"You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. At Higher Levels. When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Harry","description":"You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Harry","description":"You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. At Higher Levels. When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Harry","description":"4th-Level Enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fur from a game animal) Duration: Concentration, up to 1 hour You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Harrying Hounds","description":"When you cast this spell, choose a direction (north, south, northeast, etc.). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route, unless it has nowhere to move such as if it arrives to the edge of a cliff. When an affected creature can’t safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"180 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Harrying Hounds","description":"When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Harrying Hounds","description":"When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise taking no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"180 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Harrying Hounds","description":"5th-Level Enchantment Casting Time: 1 action Range: 180 feet Components: V, S, M (a tuft of fur from a hunting dog) Duration: 8 hours When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"180 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Harsh Light of Summer's Glare","description":"8th-Level Enchantment Casting Time: 1 action Range: 90 feet Components: V, S Duration: 1 round You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Harsh Light Of Summer's Glare","description":"Your visage radiates the wrath of the shadow fey, which bears down oppressively upon your targets in a burst of brilliant light. Only creatures that can see you are affected. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold. Ritual Focus. If you expend your ritual focus, affected creatures without darkvision are charmed instead of blinded.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Enchantment (High Elven)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Harsh Light Of Summer's Glare","description":"You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Haste","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a shaving of licorice root) Duration : Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.","properties":{"Category":"Spells","Name":"Haste","Level":3,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Haste","description":"Classes : Artificer, Sorcerer , Wizard Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.","properties":{"Category":"Spells","Name":"Haste","Level":3,"Range":"30 feet","School":"Transmutation","Target":"A willing creature that you can see within range","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A shaving of licorice root","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.<br />When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Haste","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a shaving of licorice root) Duration : Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attac⁠k only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.","properties":{"Category":"Spells","Name":"Haste","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Haste","description":"Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class , it has Advantage on Dexterity saving throws , and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash , Disengage , Hide , or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.","properties":{"Category":"Spells","School":"Transmutation","Name":"Haste","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Haste","description":"Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Haste\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Haste\\\",\\\"description\\\":\\\"Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\\\\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a shaving of licorice root\\\"}}\"},{\"name\":\"Haste Condition\",\"parent\":\"Haste\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Haste\\\",\\\"description\\\":\\\"The target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\\\"}\"},{\"name\":\"Haste Speed\",\"parent\":\"Haste Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Walk\\\",\\\"calculation\\\":\\\"Multiplier\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Haste AC Bonus\",\"parent\":\"Haste Condition\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Haste Save Advantage\",\"parent\":\"Haste Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Dexterity\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on Dexterity saving throws.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Haste","data-description":"Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a shaving of licorice root","data-CastNum":2,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hastening Minuet","description":"3rd-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play a spritely tune that puts a skip in the step of your companions. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action. When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to double its movement speed until the end of the turn. When a creature within 30 feet who can hear you takes the Attack action or casts a spell on its turn, you can expend a spell-song point to allow it to use a bonus action to take the Dash, Disengage, or Use an Object action on the same turn. When a creature within 30 feet who can hear you is targeted by an attack, you can expend a spell-song point to give the creature a +2 to AC until the end of the turn. Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action three times each casting of this spell. You lose all remaining spell-song points immediately when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can take the action to gain spell-song points an additional time per slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hatred","description":"Malefic word, e nchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a malefic Word of Power that brims with unfathomable anger, enraging one creature within range. The creature must make a Wisdom saving throw. If it fails, the target becomes provoked by one other creature of your choice within 30 feet of you (disadvantage on attack rolls targeting creatures other than the one you chose) until the end of your next turn. If the target succeeds, the malefic word’s baleful echo is silenced (and you do not suffer the feedback). Baleful Echo (1 vitality): The target continues to be provoked by the chosen creature until the end of your next turn. It must use its movement to move closer to the chosen creature, taking the most direct safe route to reach them. Feedback: A vicious spite fills your heart, directed at the creature you targeted. For one minute, you are provoked by that creature.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Hatred Infusion","description":"1st-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates a powerful hatred for you in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on any attack roll it makes against a target other than you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"S","Damage Type":"psychic","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Haunting Spirits","description":"4th-level lair magic (necromancy) Casting Time: 2 weeks (14 days) Radius: 5 miles Components: V, S, M (grave dirt and bones taken from a burial site within the radius, plus 1000 gold pieces in ground onyx) Duration: 1 year This spell summons the spirits of the dead to haunt the surrounding land, draining and terrifying creatures. Living creatures in the area have disadvantage on saving throws against being frightened. Additionally, this spell reduces all sunlight in the area to dim light, allowing creatures with sunlight sensitivity and other light weaknesses to exist without issue within the radius of the spell.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"5 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Haze of Chaos","description":"This power creates an area of haze which assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this power or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Ranks. When you use this power at rank 5 or higher, the radius of the sphere increases by 5 feet for each rank above 4.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Heal","description":"6th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Heal","Level":6,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Heal","description":"Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness , deafness , and any diseases affecting the target. This spell has no effect on constructs or undead . At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Heal","Level":6,"Range":"60 feet","School":"Evocation","Target":"A creature that you can see within range","Classes":"Cleric, Druid","Healing":70,"Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.","Higher Spell Slot Die":10,"Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heal","description":"Level 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target , restoring 70 Hit Points . This spell also ends the Blinded , Deafened , and Poisoned conditions on the target . Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Abjuration","Name":"Heal","Level":6,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Heal","description":"Level 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing, Remove Condition","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Heal\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Heal\\\",\\\"description\\\":\\\"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Heal Healing\",\"parent\":\"Heal\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":70,\\\"isTemp\\\":false}\"},{\"name\":\"Heal Healing Upcast\",\"parent\":\"Heal Healing\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$._bonus\\\",\\\"value\\\":10,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Heal","data-description":"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.","Level":6,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Healer's Gambit","description":"2nd-level conjuration Casting Time: 1 bonus action Range: Self (special) Components: V, S, M (a pearl or spherical gem worth at least 50 gp) Duration: Concentration, up to 3 rounds You conjure an orb of healing energy which threatens to overwhelm your ability to control it, maintained by your need for aid. When you first cast this spell, nothing happens. On every consecutive round while you concentrate and are in combat, the spell charges and gains power. You can choose to release the spell on a subsequent round as an action. When released, up to four allies within 10 feet regain 2d8 + your spellcasting ability modifier hit points. For each round of concentration beyond the first, the spell restores an additional 1d8 hit points, and the radius increases by 5 feet. If you do not release the spell before the end of your turn on the final round, the spell automatically releases healing energy. If the concentration on the spell is broken, the spell explodes, dealing the accrued dice in force damage to you and each creature within 5 feet of you. Damage dealt in this way cannot be reduced. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base hit points restored by the spell increases by 1d8 per level beyond 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Healer's Sight","description":"You focus on the health and pain of those around you. For the duration, you sense the health of creatures within 30 feet of you and can determine if a creature has been wounded or not. You have advantage on all Wisdom (Medicine) checks made on creatures within this area. Additionally, when you cast this spell and as an action on each subsequent turn in which you maintain concentration on this spell, you can determine the total number of maximum hit points and total hit dice of a single creature within 30 feet. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Healing Glyph","description":"3rd-level abjuration Casting time: 1 hour Range: touch Components: v, s, m (a metal stylus used to inscribe The glyph) Duration: until dispelled or triggered When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or upon an object that can be carried (such as a book, a shield, a belt pouch, or a similar item). The glyph can cover an area of the surface no larger than 5 inches in diameter. If the glyph is not triggered before you finish a long rest, the glyph is broken, and the spell ends. The glyph is nearly invisible and requires a successful intelligence (investigation) check against your spell save dc to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the surface on which the glyph is inscribed. For glyphs inscribed on an object, the most common triggers include touching that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the glyph could be set to affect beasts or humans), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When triggered, the glyph erupts with magical restorative energy in a 15-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area that isn’t a construct or undead can choose one of the following effects: Healing. The creature regains 3d8 hit points. Restoration. The creature is cured of one disease or one of the following conditions of its choice: blinded, deafened, paralyzed, or poisoned. ","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Healing Infusion","description":"You place a single healing infusion on a willing creature you touch. At any point during the spell’s duration, you can end this spell as a bonus action and the creature regains a number of hit points equal to 1d6 + your spellcasting ability modifier. You must be within 60 feet of the creature to end the spell in this way. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Healing Spirit","description":"2nd-Level conjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Healing Word","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V Duration : Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Healing Word","Level":1,"School":"Evocation","Components":"V","Casting Time":"1 bonus action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Healing Word","description":"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs . At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Healing Word","Level":1,"Range":"60 feet","School":"Evocation","Target":"A creature of your choice that you can see within range","Classes":"Bard, Cleric, Druid","Healing":"1d4","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d4","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Healing Word","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V Duration : Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Healing Word","Level":1,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Healing Word","description":"1st-Level Evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on Undead or Constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V","Damage Type":"healing","Casting Time":"1 bonus action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Healing Word","description":"Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier . Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Abjuration","Name":"Healing Word","Level":1,"Casting Time":"Bonus Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Healing Word","description":"Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Healing Word\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Healing Word\\\",\\\"description\\\":\\\"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The healing increases by 2d4 for each spell slot level above 1.","data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heart of Darkness","description":"9th-level necromancy Casting Time: 1 hour Range: Self (1-mile radius) Components: V, S, M (A Humanoid heart prepared with onyx and diamond dust worth at least 10,000 gp) Duration: Until dispelled When you cast this spell, you stab a black, ritualistically prepared Humanoid heart. The ichor from the heart infects the land with foul necromantic energies, causing up to one hundred piles of bones or corpses of Medium or Small Humanoids within a 1-mile radius to rise from the dead, becoming skeletons or zombies (the GM has the creatures’ game statistics). The Undead dig their way out of graves, smash their way out of mausoleums, and tear down cemetery gates. The creature that is holding the heart can use its action to issue a general command to all Undead created by the spell, such as to destroy a town or hunt down a particular creature. Only one general command can be issued to the Undead every 24 hours. If not issued a command, the Undead indiscriminately attack living creatures, other than the creature that is holding the heart and creatures designated by it. Once given an order, the Undead continue to follow it to the best of their ability until the task is complete. Even while you hold the heart, the Undead aren’t directly under your control, and therefore don’t count against any limitations of Undead you can command. The Undead remain animated until the spell ends. The spell ends if the heart is destroyed (AC 20, HP 10, immunity to necrotic, poison, and psychic damage) or targeted by a dispel magic spell cast as a 9th-level spell. When the spell ends, all Undead animated by it are instantly destroyed, crumpling into a heap. The spell also ends if every Undead created by it is destroyed.","properties":{"Category":"Spells","Level":9,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Heart of the Water Dragon","description":"Tier 3 water au gmentation Casting Time: 1 action Base Favor Cost: 2 Range: 10 feet Components (Required): V, S Resonances: It is wintertime (1 bonus favor), you are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor) Duration: 1 minute Effects: You infuse the body of a willing creature with the mercurial energy of water, allowing it to shrug off spiritual attacks with ease. For the duration, when the creature is targeted by an invocation or spell, it can spend its reaction to increase its AC by 3 and gain advantage on any checks and saving throws that invocation or spell requires it to make. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You beseech the blessing of the seas, granting the creature the ability to breathe underwater and a swim speed equal to its walking speed. 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: Choose one additional creature within range per favor spent this way. Each of those creatures also gains the benefits of this invocation and its empowerments for the same duration. 1+ favor: You draw the cascading energies of water into your invocation. When the invocation’s duration ends, the creature regains 2d4 hit points per favor spent this way. 2 favor: You weave amplifying restorative energies into the invocation. Whenever the creature regains hit points by spending one or more Hit Dice, it regains additional hit points equal to your invocation ability score modifier. 3 favor: You call upon cleansing waters to wash the creature of harm. At the start of each of its turns, it can remove one of the following conditions: blinded, deafened, marked for death, paralyzed, petrified, poisoned.","properties":{"Category":"Spells","Level":3,"School":"water augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Heart to Heart","description":"For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":5494,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Heart to Heart","description":"For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Heart to Heart","description":"","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heart to Heart","description":"1st-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a drop of your blood) Duration: 1 hour For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 Hit Points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those Hit Points between the two of you if both of you are within 60 feet of each other.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heart-Seeking Arrow","description":"The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V","Damage Type":"Variable","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heart-Seeking Arrow","description":"The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Heart-Seeking Arrow","description":"The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Heart-Seeking Arrow","description":"4th-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heartache","description":"You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heartache","description":"You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that creature suffers 5d6 psychic damage on a failed Charisma saving, or half damage with a successful saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, the target is also incapacitated for 1 round, if it fails the saving throw.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment (High Elven)","Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Heartache","description":"2nd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a silver locket) Duration: Instantaneous You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heartbeat","description":"","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Heartfire","description":"2nd-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You ignite the inner fire within you and your companions, stoking it into a magical flame against your enemies. A gout of fire emerges from your chest and streaks toward one creature you can see within range. The target must make a dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, up to three friendly creatures within 30 feet of you that can see you can each use a reaction to lend its heartfire to yours. For each creature that joins its heartfire with yours, the spell’s damage increases by 1d6. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the primary damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hearth Charm","description":"This spell makes flammable material burn twice as long as normal.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hearth Walk","description":"6th-level conjuration Casting time: 1 action Range: self (10-mile radius) Components: v, s Duration: instantaneous When you cast this spell, you become aware of any lit source of nonmagical fire that is the size of a campfire or larger within ten miles of you on the same plane of existence as you. You and up to five willing creatures you can see within 10 feet of you instantly teleport into unoccupied spaces within 10 feet of one fire you sense with this spell.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (10-mile ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Heartstop","description":"You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.","properties":{"Category":"Spells","Level":2,"School":"Necromancy (clockwork)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heartstop","description":"You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.","properties":{"Category":"Spells","Level":2,"School":"Necromancy (Clockwork)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Heartstop","description":"2nd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heartstrike","description":"2nd-level divination (druid, ranger) Casting Time : 1 bonus action Range : Self Components : V, S, M (an arrow, bolt, or other missile) Duration : Instantaneous The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for half cover, three-quarters cover, and light obscuration when making those attacks.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":11996,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Heartstrike","description":"The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heartstrike","description":"2nd-Level Divination Casting Time: 1 bonus action Range: Self Components: V, S, M (an arrow, bolt, or other missile) Duration: Instantaneous The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heat Conversion","description":"You cause the temperature in the air around one creature to lose its heat and transfer that heat to burn another creature. Choose one creature within range. The target must succeed on a Constitution saving throw or take 1d6 cold damage. You may then target another creature within 5 feet of the original creature and it must make a Dexterity saving throw or take 1d6 fire damage. If the first creature failed its saving throw, the fire damage is increased to 1d10. This spell’s damage increases by 1d6 and 1d10 respectively when you reach 5th level (2d6/2d10), 11th level (3d6/3d10), and 17th level (4d6/4d10).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"transmutation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Heat Metal","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a piece of iron and a flame) Duration : Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Heat Metal","Save":"Constitution","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Heat Metal","description":"Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.","properties":{"Category":"Spells","Name":"Heat Metal","Save":"Constitution","Level":2,"Range":"60 feet","Damage":"2d8","School":"Transmutation","Target":"A manufactured metal object that you can see within range","Classes":"Artificer, Bard, Druid","Duration":"Up to 1 minute","Material":"A piece of iron and a flame","data-List":"false","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heat Metal","description":"Level 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute Choose a manufactured metal object , such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object , it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Name":"Heat Metal","Level":2,"Casting Time":"Action","Components":"V S M","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Heat Metal","description":"Level 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Fire Damage, Constitution Save","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Heat Metal\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Heat Metal\\\",\\\"description\\\":\\\"Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\\\\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of iron and a flame\\\"}}\"},{\"name\":\"Heat Metal Condition\",\"parent\":\"Heat Metal\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Heat Metal\\\",\\\"description\\\":\\\"Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. 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You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a piece of iron and a flame","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.","data-CastNum":2,"data-RangeNum":60,"Damage":"2d8","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heaven's Spear","description":"7th-level evocation Casting time: 1 action Range: 150 feet Components: v, s, m (a tiny replica spear fashioned out of solid gold worth at least 250 gp) Duration: instantaneous You hurl a spear of radiant light toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 piercing damage. When the spear reaches the target, regardless if it hits, it explodes in a wave of holy light. Each creature within 30 feet of the target, including the target, must make a dexterity saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and creatures with the sunlight sensitivity trait have disadvantage on the saving throw. At higher levels. When you cast this spell using a spell slot of 8th level or higher, the radiant damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"evocation","Components":"V, S, M ","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Heavenly Crown","description":"A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.","properties":{"Category":"Spells","Level":6,"School":"Enchantment (Angelic)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Heavenly Crown","description":"A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.","properties":{"Category":"Spells","Level":6,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heavenly Crown","description":"6th-Level Enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a small golden crown worth 50 gp) Duration: Concentration, up to 1 minute A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heavy Metal","description":"2nd-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a small marble of lead) Duration: concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon, a suit of heavy or medium metal armor, or a metal statue, that you can see within range. The object’s size can’t be larger than a 5-foot cube. The object’s density instantly increases, making the object ten times heavier. A weapon affected by this spell gains the heavy property and loses the finesse property, if it has that property. A creature wielding a weapon affected by this spell has disadvantage on attack rolls with the weapon, and the weapon deals an extra 1d6 force damage on a hit. If an affected weapon is two-handed, a creature that starts its turn holding that weapon must succeed on a strength saving throw or drop the weapon. While a creature wears armor that is affected by this spell, the creature gains a +2 bonus to its ac, and its speed is reduced depending on the type of armor: reduced by 5 feet if the armor is light, halved if the armor is medium, and reduced to 5 feet if the armor is heavy.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S, M ","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hedren's Birds of Clay","description":"3rd-Level Conjuration Casting Time: 1 action Range: Self Components: V, M (a clay figurine shaped like a bird) Duration: Concentration, up to 5 minutes You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1 to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hedren's Birds Of Clay","description":"You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Heed the Whisper","description":"1st-level divination Can be cast by druids and rangers Casting Time : 1 action R ange: Self Compon ents: V, S Duration: Up to 8 hours This spell can only be cast while within 1 mile of the Great Forest of Erethor. If you move outside of this range, the spell ends. While this spell is active, you are aware of the presence of all creatures within 300 feet of you and cannot be surprised. If you are asleep and a hostile creature moves within 300 feet of you, you are immediately awakened by a faint but urgent whisper in the back of your mind. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may choose a single point within the Great Forest of Erethor that you have visited. While this spell is active, you are aware of the presence of all creatures within 300 feet of that point instead.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Hell's Lash","description":"","properties":{"Category":"Spells","Level":1,"School":"Evocation","Components":"V S M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Hellfire Blitz","description":"Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path. This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (apocalypse)","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hellfire Blitz","description":"3rd-level evocation Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path. This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful dexterity saving throw. A creature can take this damage only once per turn. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hellfire Breather","description":"5th-level Conjuration Range: Self Components: V, M Duration: Concentration, up to 1 minute You can exhale a large burst of dark fire that is shaped like a 60 ft. long line with a variable width; make a Constitution check, then divide the result by 5 (rounding down); this is the width of the line. All creatures in the area must succeed on a DEX SAVE or take 6d8 fire damage and be knocked prone; a creature that makes its save takes half as much damage and is not prone. The damage from this spell ignores fire damage resistance; a creature that is immune to fire damage can’t benefit from that immunity against the effects of this spell, but they take half damage.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, M","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Hellforging","description":"You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearfoged traits except as follows: Vulnerability. Hellforged are vulnerable to radiant damage. Evil Mind. Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life. The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages. Hellforged speak Common, Machine Speech, and Infernal or Abyssal. Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"Necromancy (Ritual; Clockwork)","Components":"V S M","Casting Time":"1 hour (see below)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hellish Rebuke","description":"You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Hellish Rebuke","Save":"Dexterity","Level":1,"Range":"60 feet","Damage":"2d10","School":"Evocation","Target":"The creature that damaged you","Classes":"Warlock","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see","data-CastNum":1,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Die":"d10","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hellish Rebuke","description":"1st-Level Evocation Casting Time : 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Rang e: 60 feet Components: V, S Duration : Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Hellish Rebuke","Save":"Dexterity","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hellish Rebuke","description":"Level 1 Evocation (Warlock) Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself Range: 60 feet Components: V, S Duration: Instantaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw , taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Hellish Rebuke","Level":1,"Casting Time":"Reaction","Components":"V S","Save":"Dexterity","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hellish Rebuke","description":"Level 1 Evocation (Warlock) Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself Range: 60 feet Components: V, S Duration: Instantaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Hellish Rebuke\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hellish Rebuke\\\",\\\"description\\\":\\\"Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself. The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.","Level":1,"Casting Time":"Reaction","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","data-CastNum":1,"data-DurationNum":0,"data-RangeNum":60,"Save":"Dexterity","Damage":"2d10","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Helper's Hands","description":"2nd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a thumb-sized stone sculpture of an open hand) Duration: concentration, up to 1 minute Small, stone hands rise up from the ground beneath a large or smaller creature you can see within range. The target must succeed on a dexterity saving throw or be grappled by the hands. As a bonus action on your turn, you can move the hands up to 20 feet along the ground. If the hands are grappling a creature, the grappled creature is dragged along and takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If the hands aren’t grappling a creature and stop within 5 feet of a large or smaller creature, that creature must succeed on a dexterity saving throw or be grappled. A creature grappled by the hands can use its action to make a strength check against your spell save dc. On a success, it is no longer grappled.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hematomancy","description":"You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information: The target’s most common name (if any). The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score). The target’s current status (alive, dead, sick, wounded, healthy, etc.). The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.). Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving towards the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"divination","Expansion":5494,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Hematomancy","description":"You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information: The target’s most common name (if any). The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score). The target’s current status (alive, dead, sick, wounded, healthy, etc.). The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.). Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hematomancy","description":"3rd-Level Divination Casting Time: 1 minute Range: Touch Components: V, S, M (a drop of a creature’s blood) Duration: Instantaneous You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information: The target’s most common name (if any). The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score). The target’s current status (alive, dead, sick, wounded, healthy, etc.). The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.). Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hemmen's Low Blow","description":"1st-level conjuration Casting time: 1 action Range: 15 feet Components: v Duration: instantaneous You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hereticus Maledictio","description":"2nd-level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: Concentration, up to 1 minute You invoke the holy rite of the Inquisition to punish heretics. A number of creatures equal to your proficiency bonus of your choice within range must succeed on an Intelligence saving throw or become branded. The branded creatures have disadvantage on attack rolls made against you and attacks against them inflict an additional 1d4 radiant damage. These creatures can repeat the save at the end of each of their turns to remove the brand. Enemies of the Inquisition or creatures that you have successfully passed Judgment upon make these saves with disadvantage.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Hero of Fable","description":"You make a creature capable of great deeds, like a storybook champion, and at the same time empower that creature's foes to become worthy of a hero's attention. A creature of your choice within range gains advantage on all ability checks, attack rolls, and saving throws for the duration. At the same time, creatures that attack your target, or that make a saving throw against a spell or effect originating from your target, have advantage on their roll. If your target is unwilling, it must succeed on a Charisma saving throw to avoid the effects. At Higher Levels. You can target one additional creature for every slot level above 6th if you cast this spell using a 7th level or higher spell slot.","properties":{"Category":"Spells","Level":5,"School":"enchantment (fey)","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Hero of Fable","description":"5th-level enchantment Casting time: 1 action Range: 60 feet Components: v, m (a crown of laurel leaves) Duration: concentration, up to 1 minute You empower a creature to be capable of great deeds, like a storybook champion, and at the same time empower that creature’s foes to become worthy of a hero’s attention. A creature of your choice within range gains advantage on all ability checks, attack rolls, and saving throws for the duration. At the same time, creatures that attack your target, or that make a saving throw against a spell or effect originating from your target, have advantage on their roll. If your target is unwilling, it must succeed on a charisma saving throw to avoid the effects. At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"enchantment","Components":"V, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hero's Steel","description":"You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hero's Steel","description":"You infuse the metal of a melee weapon with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidate) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on the saving throw is immune to this effect on the same weapon for 24 hours.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hero's Steel","description":"3rd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a warrior’s amulet worth 5 gp) Duration: 1 minute You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer Hit Points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 Hit Points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heroes' Feast","description":"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison , becomes immune to poison and being frightened , and makes all Wisdom saving throws with advantage . Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.","properties":{"Category":"Spells","Name":"Heroes' Feast","Level":6,"Range":"30 feet","School":"Conjuration","Target":"See text","Classes":"Cleric, Druid","Duration":"Instantaneous","Material":"A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":30,"data-DurationNum":0,"data-description":"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.<br />A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heroes' Feast","description":"6th-Level Conjuration Casting Time : 10 minutes Rang e: 30 feet Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) Duration : Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.","properties":{"Category":"Spells","Name":"Heroes' Feast","Level":6,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Heroes' Feast","description":"Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage , and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points .","properties":{"Category":"Spells","School":"Conjuration","Name":"Heroes' Feast","Level":6,"Casting Time":"10 minutes","Components":"V S M","data-RangeAoe":"Self (10 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Heroes' Feast","description":"Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Heroes' Feast\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Heroes' Feast\\\",\\\"description\\\":\\\"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. 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The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\nA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","Level":6,"Casting Time":"10 minutes","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"a gem-encrusted bowl worth 1,000+ GP, which the spell consumes","data-CastNum":5,"data-DurationNum":0,"data-RangeAoe":"Self (10 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heroes' Ward","description":"7th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a gem-encrusted scepter worth at least 1,500 gp, which the spell consumes) Duration: Concentration, up to 1 minute You create an intricate golden ward in a 30-foot-radius cylinder that has a height as high as you can see, centered on a point you can see on the ground within range. When you cast the spell, you can choose up to twelve creatures you can see. Until the spell ends, as long as a chosen creature is within the cylinder, it gains the following benefits: It is immune to being charmed or frightened. Each time it takes damage, it rolls a d8 and subtracts the result from the damage. When it hits with a weapon attack or casts a spell that deals damage, the attack or spell’s first damage roll deals an additional 1d8 radiant damage. When it casts a spell of 1st level or higher that doesn’t deal damage, the spell is cast one level higher (to a maximum of 9th level). If a spell, such as revivify , has the sole purpose of restoring it to life (but not undeath), the caster doesn’t need material components to cast the spell on it. At Higher Levels. When you cast this spell using a 9th level spell slot, the spell lasts for its full duration without requiring you to maintain concentration.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Heroism","description":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Heroism","Level":1,"Range":"Touch","School":"Enchantment","Target":"A willing creature you touch","Classes":"Bard, Paladin","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":3,"data-description":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.","Higher Spell Slot Desc":" When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heroism","description":"1st-Level Enchantment Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Heroism","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Heroism","description":"Level 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Heroism","Level":1,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Heroism","description":"Level 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Heroism\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Heroism\\\",\\\"description\\\":\\\"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Heroism Condition\",\"parent\":\"Heroism\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Heroism\\\",\\\"description\\\":\\\"A willing creature you touch is imbued with bravery.\\\"}\"},{\"name\":\"Heroism Frightened Immunity\",\"parent\":\"Heroism Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Frightened\\\"}\"},{\"name\":\"Heroism Temporary HP\",\"parent\":\"Heroism Condition\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"auto\\\",\\\"isTemp\\\":true}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Heroism","data-description":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hex","description":"1st-Level Enchantment Casting Time : 1 bonus action Rang e: 90 feet Components: V, S, M (a petrified eye of a newt) Duration : Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.","properties":{"Category":"Spells","Name":"Hex","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 bonus action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hex","description":"Level 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll . Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability . If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).","properties":{"Category":"Spells","School":"Enchantment","Name":"Hex","Level":1,"Casting Time":"Bonus Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hex","description":"Level 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Debuff, Necrotic Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Hex\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hex\\\",\\\"description\\\":\\\"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\\\\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"the petrified eye of a newt\\\"}}\"},{\"name\":\"Hex Condition\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hex\\\",\\\"description\\\":\\\"You place a curse on a creature that you can see within range.\\\"}\"},{\"name\":\"Hex Damage Effect\",\"parent\":\"Hex Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Hex\\\",\\\"description\\\":\\\"Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"},{\"name\":\"Hex Bonus Action\",\"parent\":\"Hex Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Curse Another\\\",\\\"description\\\":\\\"If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Hex Duration Upcast 2\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":2,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 4 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 3\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 4\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 5\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 6\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 7\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 8\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hex Duration Upcast 9\",\"parent\":\"Hex\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Hex","data-description":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.","Level":1,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"90 feet","Components":"V S M","Material":"the petrified eye of a newt","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).","data-RangeNum":90},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hex Bolt","description":"2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a splinter from a ladder you’ve walked under) Duration: Concentration, up to 1 minute You launch a bolt of crackling necrotic power at a creature you can see within range. Choose one ability when you cast this spell, and make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage and becomes cursed until the spell ends. The cursed target takes an extra 1d6 necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability. If you see the target drop to 0 hit points before this spell ends, you can use your reaction to attempt to transfer the curse to a different creature you can see within 30 feet of the target. Make a ranged spell attack against the new target. On a hit, the new target takes 2d6 necrotic damage and becomes cursed by the spell. The spell ends if you don’t use this reaction when the cursed target drops to 0 hit points or if you miss with the ranged spell attack. A remove curse spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the ranged spell attacks increases by 1d6 for each slot level above 2nd (to a maximum of 5d6).","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hex Infusion","description":"5th-level necromancy Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that causes horrible luck to befall its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 5d6 necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on all ability checks, and takes an extra 2d6 necrotic damage whenever you hit it with an attack. If the target drops to 0 hit points before the spell ends, the curse’s power returns to you, eager to be afflicted on its next victim. The next time you hit a creature with an attack during this spell’s duration, it suffers the extra 5d6 necrotic damage and must succeed on the saving throw or become cursed by the spell. The spell ends if the new target succeeds on the saving throw. A remove curse spell ends this effect on the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"necromancy","Components":"S","Damage Type":"necrotic","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hex Storm","description":"3rd-level necromancy Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a hairball from a black cat that has crossed your path) Duration: Concentration, up to 1 minute You surround yourself with crackling necrotic power, and unleash it in a tempest of dark lightning around you. Choose one ability when you cast this spell. Each other creature in a 20-foot radius sphere centered on you must succeed on a Dexterity saving throw or take 3d6 necrotic damage and become cursed until the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn’t cursed. A creature cursed with this spell takes an extra 1d6 necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability. A remove curse cast on a target ends this spell’s effects on that target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, the initial damage increases by 1d6 and the radius increases by 10 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hibernation","description":"You hum a soothing melody and discard a bit of bear fur, which induces a soporific healing state in the next creature you touch. The target regains 1d6 hp and sleeps for 10 minutes per each hit point regained. If the creature is unwilling, it must succeed on a Constitution saving throw or fall asleep for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. Each creature affected by this spell falls unconscious until the spell ends, the hibernating creature takes damage, or someone uses an action to shake or slap the hibernating creature awake. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. If cast using 3rd-level or higher spell slot, you may touch one willing creature per level to induce hibernation .","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Hibernation","description":"2nd-level necromancy Casting time: 1 action Range: touch Components: v, m (a tuft of bear fur) Duration: 1 hour You hum a soothing melody and rub a bit of bear fur, inducing a soporific healing state in a creature you touch. The target regains 1d6 hit points and sleeps for 10 minutes per each hit point regained. If the creature is unwilling, it must succeed on a constitution saving throw or fall asleep for the duration. At the end of each of its turns, the target can make another constitution saving throw. On a success, the spell ends on the target. Each creature affected by this spell falls unconscious until the spell ends, until the hibernating creature takes damage, or until a creature uses an action to shake or slap the hibernating creature awake. Undead and creatures immune to being charmed aren’t affected by this spell. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, M ","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hidden Agent","description":"5th-level divination (ritual) Casting time: 1 action Range: 120 feet Components: v, s, m (a polished mirror set in gold worth at least 250 gp) Duration: concentration, up to 1 hour You link your mind and consciousness with that of a creature you can see within range. An unwilling creature must succeed on a wisdom saving throw to avoid the effect. For the duration, you can use an action to see, hear, smell, feel, and experience the world through the target’s senses, gaining the benefits of any special senses the target has, until you end the effect (no action required). During this time, you are deaf and blind with regard to your own senses. While sharing a target’s senses, it knows the languages you know if you choose for it to know them, and once each minute, you can influence one intelligence, wisdom, or charisma check it makes. If the target was a willing creature, you can give it advantage on the check. If the target was an unwilling creature, you can give it disadvantage on the check. Until the spell ends, you can communicate telepathically with the target, and you know the direction and approximate distance to the target, provided you are both on the same plane of existence. If the target was a willing creature, you can choose for the target to also know the direction and approximate distance to you. An unwilling target can make another wisdom saving throw at the end of each minute. It has disadvantage on the saving throw if it doesn’t know you are connected to it, such as if you haven’t spoken to the target telepathically and haven’t influenced its ability checks. On a success, the spell ends on the target. A willing target can end the spell as a bonus action. The spell ends early if you or the target are on a different plane of existence from each other, if the target is reduced to 0 hit points, or if the target is incapacitated. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hide In One's Shadow","description":"When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell. This spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (shadow)","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hide In One's Shadow","description":"4th-level transmutation Casting time: 1 action Range: touch Components: s, m (charcoal) Duration: 3 hours When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell. This spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends, and the creature reappears in the shadow’s space.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"S, M ","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hideous Laughter","description":"A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone , becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.","properties":{"Category":"Spells","Name":"Hideous Laughter","Level":1,"Range":"30 feet","School":"Enchantment","Target":"A creature of your choice that you can see within range","Classes":"Bard, Wizard","Duration":"Up to 1 minute","Material":"Tiny tarts and a feather that is waved in the air","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.<br />At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"High Ground","description":"With a word, you gesture across an area and cause the terrain to rise up into a 10-foot-tall hillock at a point you choose within range. You must be outdoors to cast this spell. The hillock is up to 30 feet long and up to 15 feet wide, and it must be in a line. If the hillock cuts through a creature’s space when it appears, the creature is pushed to one side of the hillock or to the top of the hillock (your choice). The ranged attack distance for a creature on top of the hillock is doubled, provided the target is at a lower elevation than the creature on the hillock. At the GM’s discretion, creatures on top of the hillock gain any additional bonuses or penalties that higher elevation might provide, such as advantage on attacks against those on lower elevations, being easier to spot, longer sight distance, or similar. The steep sides of the hillock are difficult to climb. A creature at the bottom of the hillock that attempts to move up to the top must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to climb to the top of the hillock. This spell can’t manipulate stone construction, and rocks and structures shift to accommodate the hillock. If the hillock’s formation would make a structure unstable, the hillock fails to form in the structure’s spaces. Similarly, this spell doesn’t directly affect plant growth. The hillock carries any plants along with it. At Higher Levels. When you cast this spell at 4th level or higher, you can increase the width of the hillock by 5 feet or the length by 10 feet for each slot above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hirvsth's call","description":"You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be size Large or smaller. If it fails a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained. It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground. While the target is restrained this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage. The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration (Rothenian)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hirvsth's Call","description":"You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, target one additional creature for each spell slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Hive Mind","description":"","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Expansion":32048,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Hoarfrost","description":"A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"Evocation (ring)","Expansion":5764,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hoarfrost","description":"A melee weapon you are holding is imbued with deep cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4 cold damage on a successful hit. The spell ends if you cast it again or if you let go of the weapon. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"Evocation (Ring)","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hoarfrost","description":"Evocation Cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (a melee weapon) Duration: 1 minute A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hobble","description":"You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hobble","description":"You create an ethereal trap in the space of a target you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hobble","description":"Evocation Cantrip Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a broken rabbit’s foot) Duration: Instantaneous You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its Speed is halved until the end of its next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hobble Mount","description":"When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Necromancy (Battle)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hobble Mount","description":"When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hobble Mount","description":"1st-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal Speed without incurring injury. An affected creature that moves more than half its base Speed in a turn takes 2d6 bludgeoning damage.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hobble Mount","description":"When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Hocuspocus","description":"Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute: You cause all candles, torches, and other open flames to darken and flicker. You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying. You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow. You can chill or warm the air in a 10-foot cube by 10 degrees. You cause small, unattended objects to rattle or levitate an inch off the ground. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hod's Gift","description":"The target gains blindsight to a range of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 round"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Hold at Bay","description":"You grant a single creature a magical defense against harm. The first time the target creature would take damage during the spell’s duration, roll 1d10 + your spellcasting modifier. The amount of damage taken is reduced by the roll’s result. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d10 for the spell’s roll for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Hold Monster","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead . At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Hold Monster","Level":5,"Range":"90 feet","School":"Enchantment","Target":"A creature that you can see within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","Material":"A small, straight piece of iron","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":3,"data-description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hold Monster","description":"5th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a small, straight piece of iron) Duration : Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Hold Monster","Level":5,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hold Monster","description":"Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save , ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.","properties":{"Category":"Spells","School":"Enchantment","Name":"Hold Monster","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hold Monster","description":"Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save, Paralyzed","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Hold Monster\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hold Monster\\\",\\\"description\\\":\\\"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S M","Material":"a straight piece of iron","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.","data-CastNum":2,"data-RangeNum":90,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hold Person","description":"Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Hold Person","Level":2,"Range":"60 feet","School":"Enchantment","Target":"A humanoid that you can see within range","Classes":"Bard, Cleric, Druid, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","Material":"A small, straight piece of iron","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hold Person","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a small, straight piece of iron) Duration : Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Hold Person","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hold Person","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a small, straight piece of iron) Duration : Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Name":"Hold Person","Save":"Wisdom","Level":2,"School":"Enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hold Person","description":"2nd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional Humanoid for each slot level above 2nd. The Humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Hold Person","description":"Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save , ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.","properties":{"Category":"Spells","School":"Enchantment","Name":"Hold Person","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hold Person","description":"Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Paralyzed, Inflict Condition","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Hold Person\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hold Person\\\",\\\"description\\\":\\\"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Paralyzed condition for the duration.\\\",\\\"onSucceed\\\":\\\"Ends the spell.\\\"}}\"},{\"name\":\"Hold Person Upcast 3\",\"parent\":\"Hold Person\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"Choose two Humanoids that you can see within range. The targets must each succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. 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At the end of each of its turns, each target repeats the save, ending the spell on itself on a success.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hold Person Upcast 7\",\"parent\":\"Hold Person\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"Choose six Humanoids that you can see within range. The targets must each succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, each target repeats the save, ending the spell on itself on a success.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hold Person Upcast 8\",\"parent\":\"Hold Person\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"Choose seven Humanoids that you can see within range. The targets must each succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, each target repeats the save, ending the spell on itself on a success.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hold Person Upcast 9\",\"parent\":\"Hold Person\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"Choose eight Humanoids that you can see within range. The targets must each succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, each target repeats the save, ending the spell on itself on a success.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Hold Person","data-description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a straight piece of iron","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hollowing Curse","description":"1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Tendrils of black mist extend from your fingertips, latching onto a creature and draining its vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 2d6 necrotic damage and is cursed for up to one minute. On a successful save, the target takes half as much damage and is not cursed. While the target is cursed, you can use your action to deal 1d6 necrotic damage to it automatically. The curse ends early if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. A remove curse spell also ends this curse. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and secondary damage each increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"necromancy","Expansion":26275,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Holy Aura","description":"8th-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text ) Duration : Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee atta⁠ck, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.","properties":{"Category":"Spells","Name":"Holy Aura","Level":8,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Holy Aura","description":"Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.","properties":{"Category":"Spells","Name":"Holy Aura","Level":8,"Range":"Self","School":"Abjuration","Target":"Self","Classes":"Cleric","Duration":"Up to 1 minute","Material":"A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Holy Aura","description":"Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute For the duration, you emit an aura in a 30-foot Emanation . While in the aura, creatures of your choice have Advantage on all saving throws , and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll , the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","properties":{"Category":"Spells","School":"Abjuration","Name":"Holy Aura","Level":8,"Casting Time":"Action","Components":"V S M","Save":"Constitution","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Holy Aura","description":"Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Constitution Save, Blinded","Spell Attack":"None","filter-Level":8,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Holy Aura\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Holy Aura\\\",\\\"description\\\":\\\"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a reliquary worth 1,000+ GP\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"30 foot\\\"}}\"},{\"name\":\"Holy Aura Condition\",\"parent\":\"Holy Aura\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Holy Aura\\\",\\\"description\\\":\\\"For the duration, you emit an aura in a 30-foot Emanation.\\\"}\"},{\"name\":\"Holy Aura Save Advantages\",\"parent\":\"Holy Aura Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[\\\"Strength\\\",\\\"Dexitery\\\",\\\"Constitution\\\",\\\"Intelligence\\\",\\\"Wisdom\\\",\\\"Charisma\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on all saving throws.\\\"}\"},{\"name\":\"Holy Aura Fiend Undead Attack\",\"parent\":\"Holy Aura\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Holy Aura - Fiend or Undead\\\",\\\"description\\\":\\\"When a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Have the Blinded condition until the end of its next turn.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"30-foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Holy Aura","data-description":"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"a reliquary worth 1,000+ GP","data-CastNum":2,"Save":"Constitution","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Holy Ground","description":"You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Holy Ground","description":"You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Evocation (Battle)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Holy Ground","description":"5th-Level Evocation Casting Time: 1 action Range: Self Components: V, S, M (a vial of holy water that is consumed in the casting) Duration: Concentration, up to 10 minutes You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Holy Hymnal","description":"3rd-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play a soulful song of praise that emboldens your companions and rings like a cacophony in the ears of the unholy. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action. When a creature other than an undead or construct that can hear you starts its turn within 30 feet of you, you can expend a spell-song point to restore it. The creature regains 1d4 hit points. When a creature deals damage to a fey, fiend, or undead who can hear you within 30 feet of you, you can expend a spell-song point to make the attack deal an additional 1d8 radiant damage. Before a creature who can hear you within 30 feet of you makes a saving throw, you can expend a spell-song point to roll 1d6 and add the result to the saving throw. Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action three times each casting of this spell. You lose all remaining spell-song points immediately when this spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can take the action to gain spell-song points an additional time per slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Holy Lance","description":"You hurl a lance of radiant energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage and the first creature that attacks the target before the end of your next turn gains a +2 bonus to its attack roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Holy Vow","description":"You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current hit points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling). If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM’s discretion, you might suffer other penalties and need to atone for your decision. See the “Breaking Your Oath” sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Holy Vow","description":"3rd-Level Abjuration (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (a vial of holy water) Duration: 24 hours You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current Hit Points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling). If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM’s discretion, you might suffer other penalties and need to atone for your decision. See the “Breaking Your Oath” sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).","properties":{"Category":"Spells","Level":3,"School":"abjuration (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Holy Warding","description":"You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Holy Warding","description":"2nd-Level Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Holy Weapon","description":"5th-Level Evocation Casting Time : 1 bonus action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.","properties":{"Category":"Spells","Level":5,"School":"Evocation","Expansion":6,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Homecoming","description":"Homecoming Requirements: Level 14 Casting Time: special Range: touch (the Likeness)/unlimited Duration: special Cost: 2 WP (invested), 1 WP tp transfer Paint a room you are intimately familiar with, such as your own study, and imbue this Likeness with (invested) Weave Points The process of enabling the Likeness to allow Homecoming takes 1 minute – making it ready for imminent use then requires a short preparation that takes only 1 action. You can then travel instantly to the depicted room whenever you wish with the expenditure of 1 Weave Point in the course of 1 action. The act of doing so destroys the painting a few moments after the transition is complete, and the invested Weave Points can be regained with the next long rest. To accommodate the transfer of additional people with the artist, an additional 1 Weave Point per person other than the artist must be spent as each of them goes through. In this case, the artist goes through last, triggering the end of the effect. Each person going through needs to spend 1 action. The painting has to be large enough to at least reach through with one hand.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"special","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Hone Blade","description":"You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hone Blade","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a chip of whetstone or lodestone) Duration: Instantaneous You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hone Blade","description":"You magically sharpen the edge of any bladed weapon or object. The target weapon gets +1 to damage on its next successful hit.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Horn of Heroes","description":"9th-level conjuration Casting time: 1 action Range: 90 feet Components: v, s, m (a gilded horn worth at least 100 gp) Duration: concentration, up to 1 hour You summon the spirits of ancient heroes that take the form of up to three humanoids of challenge rating 5 or lower and appear in unoccupied spaces you can see within range. Each humanoid disappears when it drops to 0 hit points or when the spell ends. The humanoids are friendly to you and your companions. Roll initiative for the summoned humanoids as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate their alignment. If you don’t issue any commands to the humanoids, they defend themselves from hostile creatures but otherwise take no actions. The gm has the humanoids’ statistics.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Horrific Transformation","description":"When you cast this spell, you gain 1 Contamination Level. This spell transforms a willing creature that you touch into a horrific monstrosity. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be an aberration with a Challenge Rating of 4 or lower. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen aberration. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. In addition to a delerium fragment worth 100gp, you must provide either the heart or brain (or equivalent organ in the case of aberrations with a truly alien physiology) taken from a creature of the same type: the organ must either be recently harvested or magically preserved via Gentle Repose or similar magic. As part of casting the spell, you drive the delerium fragment into the organ, and both are consumed by the spell. The Game Master determines if an aberration's physiology makes its organs suitable for use with this spell.","properties":{"Category":"Spells","Level":4,"School":"contaminated transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Horrific Visage","description":"You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Horror Story","description":"2nd-level illusion Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You look straight into the face of one creature you can see within range, and begin bellowing a nightmarish tale audible to 300 feet that hits the creature like a shockwave. Make a ranged spell attack against the target. The target being within 5 feet of you doesn’t impose disadvantage on the attack roll. On a hit, the target takes 3d8 thunder damage, and, if it can hear you, it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. On a miss, the target takes half damage and isn’t frightened. A target frightened this way can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. It has disadvantage on the saving throw if you’re within 5 feet of it. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"illusion","Components":"V","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"How Hard Can it Be","description":"How Hard Can it Be Requirements: Level 1 Casting Time: bonus action Range: self Duration: instantaneous Cost: 1 WP As the bard feature Jack of all Trades, but useable only with Intelligence and Wisdom ability checks.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"bonus action","data-RangeAoe":"self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Howl","description":"You utter a bestial, magically-augmented howl that can be heard for 1000 feet . The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner. Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning. Otherwise, the howl is unintelligible to creatures that can hear it.","properties":{"Category":"Spells","Level":0,"School":"Transmutation cantrip","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self (1000 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Howl","description":"Transmutation cantrip Casting Time: 1 action Range: Self (1000-foot-radius sphere) Components: V Duration: 1 round Class: Druid, Tamer You utter a bestial, magically-augmented howl that can be heard for 1000 feet . The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner. Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning. Otherwise, the howl is unintelligible to creatures that can hear it.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Humperdink’s Halitosis","description":"You belch forward acidic fumes, afflicting those in a 15-foot cone before you. The fumes spread around corners. All creatures in the area must make a Constitution saving throw , taking 3d4 acid damage on a failure or half as much damage on a success. The fumes linger until the end of your next turn or until dispersed by a moderate or stronger wind. Any creature ending its turn in the area must make a Constitution saving throw , taking 3d4 acid damage or half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":23695,"Components":"V, S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Humperdink’s Irresistible Revelry","description":"Humperdink’s Irresistible Revelry 4th-level enchantment Casting Time: 1 action Range: 60 feet (20-foot square) Components: V, S, M (a small mirror ball) Duration: Concentration, up to 1 minute Class: Bard, Wizard You attempt to force creatures in a 20-foot square centred on a point within range into a dancing frenzy. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or suddenly engage in synchronised choreography, perfectly mimicking the movements of each other affected creature with flawless timing. An affected creature must use all of its movement to dance without leaving its space, and has disadvantage on attack rolls and Dexterity saving throws. Other creatures have advantage on attack rolls against a dancing creature. As an action on your turn, you can further control affected creatures, forcing all of them to immediately use their reaction to move up to 15 feet in a direction of your choice, potentially triggering opportunity attacks. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hunger of Hadar","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration : Concentration, up to 1 minute You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.","properties":{"Category":"Spells","Name":"Hunger of Hadar","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hunger of Hadar","description":"Level 3 Conjuration (Warlock) Casting Time: Action Range: 150 feet Components: V, S, M (a pickled tentacle) Duration: Concentration, up to 1 minute You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain , and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage . Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Name":"Hunger of Hadar","Level":3,"Casting Time":"Action","Components":"V S M","Damage Type":"Cold","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hunger of Leng","description":"4th-Level Enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of salt and a drop of the caster’s blood) Duration: 1 minute You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration. The target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. If there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, hunger of Leng lasts its full duration with no further saving throws allowed.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hunger Of Leng","description":"You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration. The target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. If there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, hunger of Leng lasts its full duration with no further saving throws allowed.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hunger of the Earth","description":"4th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour Choose a Large or smaller creature on the ground within range. The earth opens up beneath that creature and attempts to swallow them up. The target must make a Strength saving throw or be restrained for the duration. Furthermore, if the target fails the save, it begins sinking into the ground. A restrained target, or another creature within 5 feet of it, can attempt to free the target by using an action to make a Strength check against your spell save DC, freeing the target. The target has disadvantage on this Strength check. The spell ends early if the target is freed. At the end of the target’s turn, it sinks deeper into the ground. A Small or smaller creature fully sinks into the ground after 2 rounds of sinking, a Medium creature fully sinks after 3 rounds, and a Large creature fully sinks after 4 rounds. If a target fully sinks underground, it begins to suffocate.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"transmutation","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hunter's Cunning","description":"You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception)and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hunter's Cunning","description":"2nd-Level Divination Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You grant a creature you touch preternatural Senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception)and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hunter's Endurance","description":"You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":16,"Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hunter's Endurance","description":"You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.","properties":{"Category":"Spells","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hunter's Endurance","description":"You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas . In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hunter's Endurance","description":"1st-Level Enchantment Casting Time: 1 minute Range: Self Components: V, S, M (a fingernail, lock of hair, bit of fur, or drop of blood from the target, if unfamiliar) Duration: 24 hours You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hunter's Insight","description":"2nd-level divination Casting Time: 1 bonus action Range: Self Components: V, S, M (a mummified owl's head) Duration: Instantaneous You enhance your eyes and mind, gaining sudden flashes of insight into your opponents. When you cast this spell, you automatically know which creatures within 60 feet of you have identical statistics, and can choose up to two creatures with different statistics to identify strengths and weaknesses in (see the Identifying strengths and weaknesses to target for Injuries section on page 16). If you do, you gain a +5 bonus to the checks. If you succeed a check by 5 or more, you have advantage on your next attack roll against the target of the check, made with the intent to Injure. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose one additional creature to identify for each spell level beyond 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Hunter's Mark","description":"You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Name":"Hunter's Mark","Level":1,"Range":"90 feet","Damage":"1d6","School":"Divination","Target":"A creature that you can see within range","Classes":"Ranger","Duration":"Up to 1 hour","data-List":"false","Components":"V","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":8,"data-description":"You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hunter's Mark","description":"1st-Level Divination Casting Time : 1 bonus action Rang e: 90 feet Components: V Duration : Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wis⁠dom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.","properties":{"Category":"Spells","Name":"Hunter's Mark","Level":1,"School":"Divination","Expansion":5,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hunter's Mark","description":"Level 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll . You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).","properties":{"Category":"Spells","School":"Divination","Name":"Hunter's Mark","Level":1,"Casting Time":"Bonus Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hunter's Mark","description":"Level 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).","properties":{"Category":"Spells","School":"Divination","Classes":"Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Debuff, Force Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Hunter's Mark\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hunter's Mark\\\",\\\"description\\\":\\\"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\\\\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Hunter's Mark Condition\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Hunter's Mark\\\",\\\"description\\\":\\\"You magically mark one creature you can see within range as your quarry.\\\"}\"},{\"name\":\"Hunter's Mark Damage Effect\",\"parent\":\"Hunter's Mark Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Hunter's Mark\\\",\\\"description\\\":\\\"Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"},{\"name\":\"Hunter's Mark Advantage\",\"parent\":\"Hunter's Mark Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Perception\\\",\\\"Survival\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on any Wisdom (Perception or Survival) check you make to find it.\\\"}\"},{\"name\":\"Hunter's Mark Bonus Action\",\"parent\":\"Hunter's Mark Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Hunter's Mark\\\",\\\"description\\\":\\\"If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Hunter's Mark Upcast 3\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 4\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 8 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 5\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 6\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 7\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 8\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Hunter's Mark Upcast 9\",\"parent\":\"Hunter's Mark\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"Concentration, up to 24 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Hunter's Mark","data-description":"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.","Level":1,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"90 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).","data-RangeNum":90},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hunting Stand","description":"You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hunting Stand","description":"You make a 10-foot-cube camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter can hold as many as twelve Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants. A creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hunting Stand","description":"You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hunting Stand","description":"4th-Level Conjuration Casting Time: 1 minute Range: 120 feet Components: V, S, M (a crude model of the stand) Duration: 8 hours You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hypnagogia","description":"You alter the mental state of one creature you can see within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. A creature with an Intelligence score of 4 or less isn’t affected by this spell. Sleep Paralysis. Overwhelming heaviness and fatigue overcome the creature, slowing it. The creature’s speed is halved, and it has disadvantage on weapon attacks. Phantasmata. The creature imagines vivid and terrifying hallucinations centered on a point of your choice within range. For the duration, the creature is frightened, and it must take the Dash action and move away from the point you chose by the safest available route on each of its turns, unless there is nowhere to move. False Awakening. The creature enters a trancelike state of consciousness in which it’s not fully aware of its surroundings. It can’t take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior. Each time the target takes damage, it makes a new Intelligence saving throw. On a success, the spell ends on the target. d4 Behavior 1 The creature takes the Dash action and uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. 2 The creature uses its action to pantomime preparing for its day: brushing teeth and hair, bathing, eating, or similar activity. 3 The creature moves up to its speed toward a randomly determined creature and uses its action to make one melee attack against that creature. If there is no creature within range, the creature does nothing this turn. 4 The creature does nothing this turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hypnic Jerk","description":"Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature’s space. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":"cantrip","School":"Illusion","Components":"S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hypnotic Missive","description":"You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance. During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour. Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell’s effects once more.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hypnotic Missive","description":"2nd-Level Enchantment (Ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (ink made with powdered amber, worth at least 50 gp) Duration: 14 days You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance. During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour. Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell’s effects once more.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hypnotic Pattern","description":"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","Name":"Hypnotic Pattern","Level":3,"Range":"120 feet","School":"Illusion","Target":"A 30-foot cube within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 minute","Material":"A glowing stick of incense or a crystal vial filled with phosphorescent material","data-List":"false","Components":"S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.<br />The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hypnotic Pattern","description":"3rd-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration : Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While char⁠med by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","Name":"Hypnotic Pattern","Level":3,"School":"Illusion","Expansion":5,"Components":"S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hypnotic Pattern","description":"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0. This effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Hypnotic Pattern","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed , the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","School":"Illusion","Name":"Hypnotic Pattern","Level":3,"Casting Time":"Action","Components":"S M","Save":"Wisdom","data-RangeAoe":"120 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hypnotic Pattern","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition, Charmed","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Hypnotic Pattern\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Hypnotic Pattern\\\",\\\"description\\\":\\\"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\\\\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of confetti\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"30 foot\\\"}}\"},{\"name\":\"Hypnotic Pattern Attack\",\"parent\":\"Hypnotic Pattern\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"description\\\":\\\"Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Charmed condition, and while Charmed, the creature has the Incapacitated condition and a Speed of 0.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"30 foot\\\"}}\"}]","filter-Components":"Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Hypnotic Pattern","data-description":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"S M","Material":"a pinch of confetti","data-CastNum":2,"data-RangeNum":120,"Save":"Wisdom","data-RangeAoe":"120 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hypnotic Song","description":"You sing or play a hypnotic tune that targets every enemy creature within range that can hear you, who must make Wisdom saving throws. On a failed save, the creature becomes charmed for the duration of the spell. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage. ","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Ice Burn","description":"You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. The target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. Each additional target must be within 30 feet of at least one other target.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ice Burn","description":"3rd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. Make a ranged spell attack. On a hit, the target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. Each additional target must be within 30 feet of at least one other target.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ice Cage","description":"A storm of ice and freezing wind envelops one creature within range, which must make a Constitution saving throw or take 5d8 cold damage and become encased in an ice cage. If it succeeds on its saving throw, it takes half damage and is not encased. While encased in the ice tomb, the creature is paralyzed and does not need to breathe while the ice cage lasts. The ice cage has 20 hit points and resistance to nonmagical bludgeoning, slashing, and piercing damage. Destroying the ice cage ends the paralyzed effect on the creature.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ice Claw Prison","description":"3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a crystal claw) Duration: Concentration, up to 1 minute You choose an unoccupied 10-foot square that you can see within range. A Large clawed hand made from razor-sharp ice appears there and lasts for the spell’s duration. It acts at your command, though it can’t move from its initial location. The hand is an object that has AC 18 and hit points equal to half your hit point maximum. It has immunity to poison and psychic damage. If it drops to 0 hit points, the spell ends. The claw doesn’t fill its space. When you cast the spell, and as a bonus action on your subsequent turns, you can command the claw to perform one of the following tasks: Slash. The claw lashes out at a target within 10 feet of itself. Make a melee spell attack using your own spell attack modifier. On a hit, the target takes 3d8 slashing or cold damage (your choice). Imprison. The claw grabs a Large or smaller creature within 10 feet of itself. The target must succeed on a Strength saving throw against your spell save DC or be dragged into the claw’s space and restrained for the duration. At the end of each of its turns, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand, but on a failure it takes 1d8 cold damage. While a creature is restrained by the hand, the hand can’t imprison or slash another creature. The claw can slash a creature it has restrained. Release. The claw releases an imprisoned target, which is no longer restrained. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the Slash and Imprison options increases by 1d8 for each spell slot above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"slashing or cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ice Fortress","description":"A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis. Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled). The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ice Fortress","description":"5th-Level Conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a miniature keep carved from ice or glass that is consumed in the casting) Duration: Until dispelled or destroyed A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 Hit Points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 Hit Points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis. Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled). The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ice Hammer","description":"When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature. The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ice Hammer","description":"2nd-Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (a miniature hammer carved from ice or glass) Duration: Concentration, up to 1 hour When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature. The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ice Knife","description":"1st-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: S, M (a drop of water or piece of ice) Duration : Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Ice Knife","description":"1st-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a drop of water or a piece of ice) Duration : Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration","Components":"S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ice Knife","description":"Level 1 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage . Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage . Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Conjuration","Name":"Ice Knife","Level":1,"Casting Time":"Action","Components":"S M","Damage Type":"Piercing","data-RangeAoe":"60 ft (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ice Sheet","description":"A sheet of gleaming ice spreads across the ground in a location you choose within range. The area of the ice sheet consists of up to ten 10-foot squares, which you can arrange as you wish. Each square must have at least one side adjacent to the side of another square. Each creature in the area when it appears must succeed on a Dexterity saving throw or fall prone and take 2d6 cold damage. In addition, a creature who moves more than 5 feet on a turn in the area must succeed on a Dexterity saving throw when it stops moving, or fall prone and take 2d6 cold damage. Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is difficult terrain until it dries.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Ice Soldiers","description":"You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.","properties":{"Category":"Spells","Level":7,"School":"Conjuration","Expansion":5764,"Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ice Soldiers","description":"7th-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, M (vial of water) Duration: 1 minute You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier. Ice Soldier Medium Construct, Unaligned Armor Class 13 Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 10 (+0) 7 (-2) 12 (+1) 7 (-2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities cold Condition Immunities charmed, exhaustion, frightened Senses passive Perception 13 Languages None Challenge 2 (450 XP) Proficiency Bonus +2 Heavy Blows. Creatures struck by two slam attacks from an ice soldier in the same round must make a DC 13 Strength save or be knocked prone. Actions Multiattack. The ice soldier makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target, Hit: 10 (2d6+5) cold damage.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ice Soldiers","description":"You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves further than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below. At Higher Levels . When you cast this spell using a spell slot of 8th or higher, you create one additional ice soldier. Ice Soldier","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ice Storm","description":"A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Ice Storm","Save":"Dexterity","Level":4,"Range":"300 feet","Damage":"2d6","School":"Evocation","Target":"A 20-foot radius, 40-foot-high cylinder centered on a point within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Instantaneous","Material":"A pinch of dust and a few drops of water","data-List":"false","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":300,"Secondary Damage":"4d6","data-DurationNum":0,"data-description":"A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.","Higher Spell Slot Die":"d8","Secondary Damage Type":"Cold","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.","Higher Spell Slot Dice":1,"data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ice Storm","description":"4th-Level Evocation Casting Time : 1 action Rang e: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration : Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylind⁠er must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Ice Storm","Save":"Dexterity","Level":4,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ice Storm","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw . A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Evocation","Name":"Ice Storm","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Bludgeoning","data-RangeAoe":"300 ft (20 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ice Storm","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Bludgeoning Damage, Cold Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Ice Storm\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Ice Storm\\\",\\\"description\\\":\\\"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. 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Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\nHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","Level":4,"Casting Time":"Action","Duration":"Instantaneous","Range":"300 feet","Components":"V S M","Material":"a mitten","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":300,"Save":"Dexterity","Damage":"2d10","Damage Type":"Bludgeoning","data-RangeAoe":"300 ft (20 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Iceskin","description":"You touch a willing creature: Until the spell ends, the target’s skin turns to hardened ice and they gain immunity to cold damage as well as resistance to piercing and slashing damage.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Icicle Daggers","description":"When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit. The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.","properties":{"Category":"Spells","Level":1,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Icicle Daggers","description":"1st-Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (a miniature dagger shaped like an icicle) Duration: Instantaneous or special When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit. The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Icicle Javelin","description":"1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a small icicle) Duration: Instantaneous You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Icy Grasp Of The Void","description":"You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Evocation (void)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Icy Grasp Of The Void","description":"You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Icy Manipulation","description":"One creature you can see within range must make a Constitution saving throw. If it fails, the creature is petrified (frozen solid). A petrified creature repeats the saving throw at the end of its turn, ending the effect on its second success. If the saving throw fails twice (not counting the original failure that caused petrification) before it succeeds twice, the petrification becomes permenant. Petrification also becomes permanent if you maintain concentration on icy manipulation for a full minute. A permanently-petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting icy manipulation on the creature again and maintaining concentration for a full minute. If the frozen creature is broken before it recovers from being petrified, the same injury carries over to its normal state.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Icy Manipulation","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Icy Manipulation","description":"6th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of ice preserved from the plane of elemental ice) Duration: Concentration, up to 1 minute One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permanent. The petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute. If the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Identify","description":"1st-Level Divination (ritual) Casting Time : 1 minute Rang e: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration : Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many char⁠ges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.","properties":{"Category":"Spells","Name":"Identify","Level":1,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Identify","description":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.","properties":{"Category":"Spells","Name":"Identify","Level":1,"Range":"Touch","Ritual":"Yes","School":"Divination","Target":"One object that you must touch throughout the casting of the spell","Classes":"Artificer, Bard, Wizard","Duration":"Instantaneous","Material":"A pearl worth at least 100 gp and an owl feather","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.<br />If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Identify","description":"1st-Level Divination (ritual) Casting Time : 1 minute Rang e: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration : Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many char⁠ges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.","properties":{"Category":"Spells","Name":"Identify","Level":1,"School":"Divination","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Identify","description":"Level 1 Divination (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object , you learn its properties and how to use them, whether it requires Attunement , and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","properties":{"Category":"Spells","School":"Divination","Name":"Identify","Level":1,"Casting Time":"1 minute or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Identify","description":"Level 1 Divination (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Identify\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Identify\\\",\\\"description\\\":\\\"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\\\\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pearl worth 100+ GP\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Identify","data-description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\nIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","Level":1,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a pearl worth 100+ GP","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Identify Technology","description":"You choose one object that you must touch throughout the casting of the spell. If it is a technological item or some other technologically related object, you learn its properties and how to use them, whether it requires anything particular to use, and how many charges it has if any. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V,S,M","Casting Time":"1 Minute","data-RangeAoe":"Touch"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Identity Curse","description":"9th-level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: Until dispelled You extend a finger to a creature’s temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity. When the target awakens, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target won’t realize it has any class features or special abilities, and so doesn’t willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity. A remove curse spell cast using a 9th-level spell slot ends this curse. When this curse ends, the target regains all its past memories.","properties":{"Category":"Spells","Level":9,"School":"enchantment","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Il-Fated Word","description":"1st-Level Divination Casting Time: 1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw Range: 30 feet Components: V Duration: Instantaneous You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V","Casting Time":"1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ill-Fated Word","description":"You call out a distracting curse to a creature, altering its chance to succeed at whatever it's currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made; the target uses the lowered result to determine the outcome of its roll.","properties":{"Category":"Spells","Level":1,"School":"Divination (Chaos)","Components":"V","Casting Time":"1 reaction, which you take when an enemy rolls an attack, ability check, or saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ill-Fated Word","description":"You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.","properties":{"Category":"Spells","Level":1,"School":"Divination (chaos)","Expansion":5764,"Components":"V","Casting Time":"1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ill-Fated Word","description":"You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V","Casting Time":"1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Illuminate Spoor","description":"You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Illuminate Spoor","description":"You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Illuminate Spoor","description":"You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Illuminate Spoor","description":"1st-Level Divination Casting Time: 1 action Range: Touch Components: V, S, M (a firefly) Duration: Concentration, up to 1 hour You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"illusion of Health","description":"Illusion cantrip Casting time: 1 action Range: self Components: v, s Duration: 10 minutes An illusion of yourself in your usual state of health and condition overlays your current form. This illusion doesn’t exaggerate your usual state of health, but it conceals wounds, injuries, and any symptoms of disease or poison, including marks, tears, or stains on your clothing or armor. This illusion changes no other facet of your appearance; it simply presents you and your worn equipment in a healthy, whole state. You aren’t healed of any damage or cured of any disease, and any symptoms or effects from your conditions or ailments continue, such as a cough from a disease or the smell of blood if you are actively bleeding.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Illusory Design","description":"You manipulate the visible spectrum to create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature enough to cause damage or impart a condition. As long as you are within range, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your channeling save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Ranks. When you use this power at rank 6 or higher, the effect lasts until interrupted or unraveled, without requiring your concentration.","properties":{"Category":"Spells","Level":3,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Illusory Dragon","description":"8th-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: S Duration : Concentration, up to 1 minute By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.","properties":{"Category":"Spells","Level":8,"School":"Illusion","Components":"S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Illusory Feint","description":"Illusion cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects. On a miss, you make a second melee weapon attack with the same weapon against the target. On a hit, the target takes psychic damage equal to your spellcasting ability modifier, instead of the weapon’s normal damage. The spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage whether it was the first or second attack. This extra damage increases by 1d8 at 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Illusory Form","description":"You manipulate the visible spectrum to create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. It isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your channeling save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","Level":1,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Illusory Point","description":"You create a spatial distortion that emits either a sound or an image of an object within range that lasts for the duration. The effect also ends if you dismiss it as an action or use this power again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends.","properties":{"Category":"Spells","Level":0,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Illusory Script","description":"You write on parchment , paper , or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language , though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.","properties":{"Category":"Spells","Name":"Illusory Script","Level":1,"Range":"Touch","Ritual":"Yes","School":"Illusion","Target":"Parchment, paper, or some other suitable writing material","Classes":"Bard, Warlock, Wizard","Duration":"10 days","Material":"A lead-based ink worth at least 10 gp, which the spell consumes","data-List":"false","Components":"S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":16,"data-description":"You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.<br />To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.<br />Should the spell be dispelled, the original script and the illusion both disappear.<br />A creature with truesight can read the hidden message.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Illusory Script","description":"1st-Level Illusion (ritual) Casting Time : 1 minute Rang e: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration : 10 days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different me⁠ssage, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden mes⁠sage.","properties":{"Category":"Spells","Name":"Illusory Script","Level":1,"School":"Illusion","Components":"S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Illusory Script","description":"Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.","properties":{"Category":"Spells","School":"Illusion","Name":"Illusory Script","Level":1,"Casting Time":"1 minute or Ritual","Components":"S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Illusory Script","description":"Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Illusory Script\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Illusory Script\\\",\\\"description\\\":\\\"You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\\\\nIf the spell is dispelled, the original script and the illusion both disappear.\\\\nA creature that has Truesight can read the hidden message.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"10 days\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"ink worth 10+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Somatic, Material (Consumed)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Illusory Script","data-description":"You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\nIf the spell is dispelled, the original script and the illusion both disappear.\nA creature that has Truesight can read the hidden message.","Level":1,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"10 days","Range":"Touch","Components":"S M","Material":"ink worth 10+ GP, which the spell consumes","data-DurationNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Illusory Trap","description":"You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real. On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Illusory Trap","description":"3rd-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (a needle and a mirror) Duration: 24 hours You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real. On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Illusory Trigger","description":"You create a spatial distortion that presents the illusion of an object, creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you activate the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion becomes visible and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to pass into a dangerous area, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your esper power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","Level":6,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Imbue Intellect","description":"You weave synaptic patterns into the mind of a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the sentient flora or the sentient topiary. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.","properties":{"Category":"Spells","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"8 hours","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Imbue Spell","description":"You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available. At Higher Levels. You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Ritual; Clockwork))","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Immobilize","description":"Even if this defies gravity, a creature or unattended item you touch becomes magically fixed in place. A creature must succeed on a Strength saving throw or become restrained for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. An item immobilized by the spell can hold up to 8,000 pounds of weight. More weight causes the item to fall. A creature can use an action to make a DC 30 Strength check, moving the fixed item up to 10 feet on a success. At Higher Levels: When you cast this spell on an item using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Immolating Geist","description":"3rd-level necromancy Casting time: 1 action Range: 90 feet Components: v, s, m (a length of charred linen ribbon) Duration: concentration, up to 1 minute A medium spectral humanoid engulfed in ghostly flames appears in an unoccupied space you can see within range. As a bonus action on your turn, you can move the flaming spirit up to 20 feet. The spirit can enter the space of another creature and can pass through objects, such as walls, provided you can see the destination space. A creature that starts its turn in the spirit’s space must make a wisdom saving throw, taking 3d6 fire damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 fire damage for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"necromancy","Components":"V, S, M ","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Immolating Gibbet","description":"You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.","properties":{"Category":"Spells","Level":7,"School":"evocation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Immolation","description":"5th-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V Duration : Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Immolation","description":"5th-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V Duration : Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Evocation","Components":"V","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Immovable Object","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy Wizard School of Magic. 2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration : 1 hour You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. At Higher Levels: If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5016,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Immovable Object","description":"2nd-level transmutation Casting Time : 1 action Ra nge: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Durati on: 1 hour You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":29448,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Impact Drive","description":"The first time you hit with a weapon attack during this power’s duration, your weapon unleashes a burst of concussive force, dealing an extra 1d6 force damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Impact Zone","description":"You launch a device which explodes with concussive force in a 15-foot cube centered at a point you can see within range. Each creature in cube must make a Dexterity saving throw. A target takes 3d10 force damage on a failed save, or half as much on a successful one. In addition, a creature who failed their save is immediately knocked prone and cannot take bonus actions until the end of your next turn. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d10 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Impaling Glory","description":"3rd-level evocation Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous You call down glowing spears to skewer and pin your enemies. The golden spears fall on up to three creatures on the ground you can see within range. Make a ranged spell attack against each target. On a hit, a creature takes 1d8 piercing damage and 1d8 radiant damage and is restrained as the glowing spear pierces it and pins it to the ground. A creature restrained by a spear can use its action to make a strength check against your spell save dc. On a success, it is no longer restrained. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage or radiant damage (your choice) increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Impedance","description":"A pack of micro-drones deter and distract up to three creatures of your choice within range that you can see. Each creature must make a Wisdom saving throw. For the duration, any target that fails this saving throw suffers a -2 penalty to all attack rolls and saving throws. At Higher Ranks. When you use this power at rank 2 or higher, you can target one additional creature for each rank above 1.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Impending Ally","description":"You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"40 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Impending Ally","description":"3rd-Level Conjuration Casting Time: 1 action Range: 40 feet Components: V, S, M (a broken chain link) Duration: Concentration, up to 2 rounds You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Imposing Influence","description":"You tap into the psychic link between you and a humanoid that you can see within range. That creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed, you can will the target creature to use its action before moving on each of its turns to make a melee attack against a creature of your choice other than itself. If you choose no creature or if none are within its reach, the target can act normally. On subsequent turns, you must use your action to maintain this power’s effect on the target, or the effect ends. The target can also make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Impotence","description":"You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Impotence","description":"Necromancy Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Impressions of the Past","description":"7th-level divination (chronomancy) Casting Time: 1 action Range: Self Components: V, S, M (an hourglass and a glass eye worth at least 100 gp) Duration: Concentration, up to 1 minute You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can’t be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction, but you can’t move or speak, and are unable to sense your present surroundings. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you may share this spell with one other creature that you touch. An unwilling target can make a Wisdom saving throw to avoid being affected.","properties":{"Category":"Spells","Level":7,"School":"divination (chronomancy)","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Imprisonment","description":"You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe , eat, or drink , and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel . The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber: The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.","properties":{"Category":"Spells","Name":"Imprisonment","Level":9,"Range":"30 feet","School":"Abjuration","Target":"A creature that you can see within range","Classes":"Warlock, Wizard","Duration":"Until dispelled","Material":"A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":18,"data-description":"You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.<br />When you cast the spell, you choose one of the following forms of imprisonment.<br />Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.<br />The special component for this version of the spell is a small mithral orb.<br />Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.<br />The special component for this version of the spell is a fine chain of precious metal.<br />Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.<br />The special component for this version of the spell is a miniature representation of the prison made from jade.<br />Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.<br />The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.<br />Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.<br />Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.<br />A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.<br />You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Imprisonment","description":"9th-Level Abjuration Casting Time : 1 minute Rang e: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target ) Duration : Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sph⁠ere, nor can any creature teleport or use planar travel to get into or out of it. The spec⁠ia⁠l component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The speci⁠al component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The speci⁠al component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The s⁠pec⁠ial component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The specia⁠l component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the spe⁠cial component used to create it. You can use a particular spec⁠ial component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.","properties":{"Category":"Spells","Name":"Imprisonment","Level":9,"School":"Abjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Imprisonment","description":"Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw . On a successful save , the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save , the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target , and the target can’t teleport . Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","properties":{"Category":"Spells","School":"Abjuration","Name":"Imprisonment","Level":9,"Casting Time":"1 minute","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Imprisonment","description":"Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save","Spell Attack":"None","filter-Level":9,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Imprisonment\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Imprisonment\\\",\\\"description\\\":\\\"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\\\\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\\\\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\\\\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\\\\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\\\\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\\\\nSlumber. The target has the Unconscious condition and can't be awoken.\\\\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\\\\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a statuette of the target worth 5,000+ GP\\\"}}\"},{\"name\":\"Imprisonment Attack\",\"parent\":\"Imprisonment\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Imprisonment\\\",\\\"description\\\":\\\"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The target is imprisoned.\\\",\\\"onSucceed\\\":\\\"The target is unaffected, and it is immune to this spell for the next 24 hours.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Imprisonment","data-description":"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\nBurial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\nChaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\nHedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\nMinimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\nSlumber. The target has the Unconscious condition and can't be awoken.\nEnding the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","Level":9,"Casting Time":"1 minute","Duration":"Until dispelled","Range":"30 feet","Components":"V S M","Material":"a statuette of the target worth 5,000+ GP","data-CastNum":4,"data-DurationNum":18,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Inari's Defense","description":"You create an invisible barrier of magical force that protects your ally. The target creature gains a +5 bonus to AC against the triggering attack.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when a creature within 5 feet of you is hit by an attack","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Inari's Electric Slide","description":"Briefly surrounded by cackling lightning mist, you teleport up to 50 feet to an unoccupied space that you can see. A line of lightning forming a line the distance you traveled and 5 feet wide blasts between where you began and where you ended this teleportation. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Expansion":32309,"Components":"V","Damage Type":"lightning","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Inari's Sword Volt","description":"You touch a single melee weapon that deals slashing or piercing damage and imbue it with a deadly charge of lightning. The next time you make a melee weapon attack during the spell’s duration, the weapon itself transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, the target must make a Wisdom saving throw or become stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"evocation","Expansion":32309,"Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Incendiary Cloud","description":"A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured . It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.","properties":{"Category":"Spells","Name":"Incendiary Cloud","Level":8,"Range":"150 feet","Damage":"10d8","School":"Conjuration","Target":"20-foot-radius sphere centered on a point within range","Classes":"Sorcerer, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":150,"data-DurationNum":3,"data-description":"A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.<br />The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Incendiary Cloud","description":"8th-Level Conjuration Casting Time : 1 action Rang e: 150 feet Components: V, S Duration : Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.","properties":{"Category":"Spells","Name":"Incendiary Cloud","Save":"Dexterity","Level":8,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Incendiary Cloud","description":"Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured . It lasts for the duration or until a strong wind (like that created by Gust of Wind ) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw , taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.","properties":{"Category":"Spells","School":"Conjuration","Name":"Incendiary Cloud","Level":8,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Incendiary Cloud","description":"Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind ) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage","Spell Attack":"None","filter-Level":8,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Incendiary Cloud\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Incendiary Cloud\\\",\\\"description\\\":\\\"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\\\\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\\\\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Incendiary Cloud Condition\",\"parent\":\"Incendiary Cloud\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Incendiary Cloud\\\",\\\"description\\\":\\\"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range.\\\"}\"},{\"name\":\"Incendiary Cloud Attack\",\"parent\":\"Incendiary Cloud\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Incendiary Cloud\\\",\\\"description\\\":\\\"When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 10d8 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Incendiary Cloud Damage\",\"parent\":\"Incendiary Cloud Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Incendiary Cloud","data-description":"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"150 feet","Components":"V S","data-CastNum":2,"data-RangeNum":150,"Save":"Dexterity","Damage":"10d8","Damage Type":"Fire","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Incinerate","description":"You direct an aerial strike in the form of a large plasma beam which fires down onto a location you specify. Each creature in a 10-foot radius, 40‑foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 6 or higher, the fire damage or radiant damage (your choice) increases by 1d6 for each rank above 5.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Technique","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Incite Greed","description":"3rd-Level Enchantment Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (a gem worth at least 50 gp) Duration : Concentration, up to 1 minute When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.","properties":{"Category":"Spells","Name":"Incite Greed","Level":3,"School":"Enchantment","Expansion":4048,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Incorporeality","description":"You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted. At Higher Levels. When you cast this spell using a spell slot level of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Expansion":23695,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Indecision","description":"Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature’s hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends. This spell has no effect on a creature with an Intelligence score of 5 or lower. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Indecision","description":"2nd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature’s hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends. This spell has no effect on a creature with an Intelligence score of 5 or lower. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Indemnify","description":"1st-level necromancy Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 hour You fling a drop of blood at a target you can see within range, marking them for reckoning. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration. This spell ends early if the target begins its turn further than 60 feet from you.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Damage Type":"radiant or necrotic","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Induce Paranoia","description":"You cause all creatures of your choice within range to be instilled with a feeling of paranoia. Each creature targeted by this spell must succeed on a Wisdom saving throw. On a failure, the creature takes 5d10 psychic damage and is paranoid. If it succeeds on its saving throw, it takes half damage and is not paranoid. A paranoid creature restricts its movement to avoid any physical contact, even with allies. If a paranoid creature starts its turn or willingly moves adjacent to another creature, it takes 2d10 psychic damage and has disadvantage on attack rolls. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Inequality","description":"You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Expansion":23695,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Inevitable Boulder","description":"7th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an almost spherical stone) Duration: Concentration, up to 1 minute At a point you choose within range, you conjure into existence a Large 8-foot diameter boulder, which rolls in pursuit of one creature that you can see of your choice. The boulder has 18 AC, 75 HP, immunity to poison and psychic damage, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If the boulder is reduced to 0 hit points, it vanishes and the spell ends. At the beginning of each of your turns, the boulder moves 60 feet in the direction of its target. If the boulder enters a creature’s space, the creature must make a Dexterity saving throw. On a failed save, it takes 6d10 bludgeoning damage and, if it is Large size or smaller, is knocked prone. On a success, the creature takes half as much damage and is not knocked prone. The boulder also crushes nonmagical objects smaller than itself in its path. If the boulder reaches its target, it rolls over it and continues on, completing its 60-foot movement. The boulder continues to pursue its target for the duration, rolling over it more than once if possible. After the spell ends, the boulder continues to pursue its target for up to 24 hours. Once the boulder strikes its target after the spell ends, it immediately vanishes.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Inexorable Sarcophagus","description":"6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a finely made miniature sarcophagus worth at least 1,000 gp) Duration: Concentration, up to 1 minute You toss a palm-sized sarcophagus at an unoccupied point you can see within range, where it grows to full size in an instant and attempts to ensnare a Medium or smaller creature within 5 feet of it with grimy gauze. The creature must succeed a Dexterity saving throw or be restrained and pulled into the open sarcophagus. The gauze restraining the creature is an object with AC 10 and 100 HP. It is vulnerable to slashing and fire damage, and immune to psychic and poison damage. If it is reduced to 0 hit points, the spell ends. A creature restrained by this spell must make another Dexterity saving throw at the end of each of its turns. If it successfully saves against this spell three times, it twists free of the gauze, ending the spell. If it fails three times, the sarcophagus slams shut and sinks deep into the earth. The creature is wrapped head to toe by the gauze and becomes incapacitated. The spell ends, but the sarcophagus remains buried in the earth. The sarcophagus has 1 minute of air, and the creature begins to suffocate after this time. If a Humanoid dies within the sarcophagus, they rise 24 hours later as a mummy under your control, as per the spell create undead . You can only command one mummy animated by this spell at a time. Any time after this spell ends, you can cause the sarcophagus to ascend to the surface as an action. You can also use your action to shrink the sarcophagus down to its original size while it is unoccupied.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Inexorable Summons","description":"You reach out your hand toward a creature and call out to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. You can’t teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Infect","description":"You inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends. A Lesser Restoration spell cast on the target ends this spell early. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet "},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Infernal Calling","description":"5th-Level Conjuration Casting Time : 1 minute Rang e: 90 feet Components: V, S, M (a ruby worth at least 999 gp) Duration : Concentration, up to 1 hour Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Infernal Rebound","description":"1st-level evocation Casting time: 1 reaction, which you take when a creature you can see within 30 feet of you deals damage to you Range: 30 feet Components: v, s Duration: instantaneous A creature that damaged you is temporarily engulfed in infernal flames. The creature must succeed on a wisdom saving throw or take 1d10 fire damage and be pushed up to 10 feet away from you. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the target is pushed an additional 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 reaction, which you take when a creature you can see within 30 feet of you deals damage to you","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Infestation","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a living flea) Duration : Instantaneous You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Conjuration","Components":"V S M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Inflict Wounds","description":"1st-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Inflict Wounds","Level":1,"School":"Necromancy","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Inflict Wounds","description":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Inflict Wounds","Level":1,"Range":"Touch","Damage":"3d10","School":"Necromancy","Target":"A creature you can reach","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","Spell Attack":"Melee","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.","Higher Spell Slot Die":"d10","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Inflict Wounds","description":"1st-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Inflict Wounds","Level":1,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Inflict Wounds","description":"Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw , taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Name":"Inflict Wounds","Level":1,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Inflict Wounds","description":"Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Necrotic Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Inflict Wounds\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Inflict Wounds\\\",\\\"description\\\":\\\"A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The damage increases by 1d10 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"Save":"Constitution","Damage":"2d10","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Influenza","description":"With a mighty sneeze that can be heard up to 300 feet away, you blast forth a 30-foot cone of phlegm, bad breath, and viral pathogens. Each creature in the area must make a Dexterity saving throw . On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned in this way for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"biomancy* (*can be replaced with necromancy)","Expansion":23695,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Infravision","description":"You touch a willing creature to grant it the ability to see the infrared spectrum. For the duration, that creature has infravision out to a range of 60 feet. While under the power’s effect, the creature can switch between infravision and normal vision instantly, without requiring the use of any actions.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Infuriate","description":"You enrage and press a willing allied creature within range to fight more wildly. The target has advantage on its next melee weapon attack made before the start of your next turn. If the attack hits and the target rolls a 1 or 2 on a weapon’s damage die, it treats that result as a 3 instead.","properties":{"Category":"Spells","Level":0,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Infuse with Entropy","description":"You alter the structure of an object or the body of a creature, which starts to lose its structural integrity or decompose. Choose a creature that you can see within range. The target creature must make a Constitution saving throw. On a failed save, it takes 11 (2d10) force damage at the start of its turn and has disadvantage on ability checks and saving throws for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. Choose an object that you can see within range. This spell destroys a large or smaller nonmagical object in three rounds. If the target is a huge object, this spell causes it to become damaged, or renders it useless if it has a complex mechanism or moving parts. A magic item is unaffected by this spell. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Expansion":17604,"Components":"V, S, M ","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Initiative","description":"As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":23695,"Components":"V, S, M","Casting Time":"1 reaction, which you take when initiative is rolled","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Inkweave","description":"2nd-level (hag) transmutation Casting Time: 1 action Range: Touch Components: S, M (living cephalopod or squid that is crushed to death during casting) Duration: 10 minutes This spell only functions if the caster is completely submerged in a liquid: usually water. You or a creature you touch generate purple ink, so dark that it is almost black for the next 10 minutes. This ink oozes from your skin and spreads away from you with a speed of 5 feet per round. If you do not move during your turn then you will have half cover at the end of your turn that will persist until you move or the spell ends. If you move during your turn then each space that you enter will be clouded with ink and difficult to see through. Any creature inside the ink, other than you, is considered blind until they move out of the ink. The ink cannot be penetrated by darkvision, but a target with blindsight or truesight is unaffected by this spell. You can, as a bonus action, spread ink up to twenty feet in any direction as long as the ink areas are contiguous. You can also cast or use an ability with a range of touch, targeting the ink. You and every target within five feet of the ink is affected by this spell. You will automatically fail any saving throws caused by using the ink this way. The ink evaporates when the spell ends and the spell is dispelled if you use a touch spell with the ink. No one, other than you, can use the ink to spread a touch spell.","properties":{"Category":"Spells","Level":2,"School":"(hag) transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Innervate","description":"You galvanize your physical form, increasing your endurance to pain and physical stress. You gain 1d4+4 temporary hit points for the duration. At Higher Ranks. When you use this power at rank 2 or higher, you gain 5 additional temporary hit points for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Innocuous Aspect","description":"An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse. A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.","properties":{"Category":"Spells","Level":3,"School":"Illusion (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Innocuous Aspect","description":"A ring of false vision encircles all creatures within 20 feet of you. You and every creature within the area that you choose to affect take on the appearance of a single type of harmless creature or object chosen by you. Each image is identical, and only vision is affected. Sounds, movement, or physical inspection can give the ruse away. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.","properties":{"Category":"Spells","Level":3,"School":"Illusion (Ring)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Innocuous Aspect","description":"3rd-Level Illusion Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a paper ring) Duration: Concentration, up to 10 minutes An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse. A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Insect Plague","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 300 feet Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Duration : Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sph⁠ere spreads around corners. The sphe⁠re remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Insect Plague","Save":"Constitution","Level":5,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Insect Plague","description":"Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured . The sphere's area is difficult terrain . When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Insect Plague","Save":"Constitution","Level":5,"Range":"300 feet","Damage":"4d10","School":"Conjuration","Target":"A 20-foot-radius sphere centered on a point you choose within range","Classes":"Cleric, Druid, Sorcerer","Duration":"Up to 10 minutes","Material":"A few grains of sugar, some kernels of grain, and a smear of fat","data-List":"false","Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":300,"data-DurationNum":5,"data-description":"Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.","Higher Spell Slot Die":"d10","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","Higher Spell Slot Dice":1,"data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Insect Plague","description":"Level 5 Conjuration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain . When the swarm appears, each creature in it makes a Constitution saving throw , taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Name":"Insect Plague","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Piercing","data-RangeAoe":"300 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Insect Plague","description":"Level 5 Conjuration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric, Druid, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Piercing Damage","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Insect Plague\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Insect Plague\\\",\\\"description\\\":\\\"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. 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The damage increases by 1d10 for each spell slot level above 5.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"300 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a locust\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Insect Plague Condition\",\"parent\":\"Insect Plague\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Insect Plague\\\",\\\"description\\\":\\\"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\\\"}\"},{\"name\":\"Insect Plague Attack\",\"parent\":\"Insect Plague\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Insect Plague\\\",\\\"description\\\":\\\"When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\\\\n\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Take 4d10 Piercing damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Insect Plague Damage\",\"parent\":\"Insect Plague Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Insect Plague Damage Upcast\",\"parent\":\"Insect Plague Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":6,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Insect Plague","data-description":"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"300 feet","Components":"V S M","Material":"a locust","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.","data-CastNum":2,"data-RangeNum":300,"Save":"Constitution","Damage":"4d10","Damage Type":"Piercing","data-RangeAoe":"300 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Insightful Maneuver","description":"With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Insightful Maneuver","description":"1st-level divination (cleric, paladin, ranger, sorcerer, warlock, wizard) Casting Time : 1 bonus action Range : Touch Components : V, S Duration : Instantaneous With a flash of insight, you can take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Insightful Maneuver","description":"1st-Level Divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Inspiring Saga","description":"9th-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Concentration, up to 10 minutes You play an epic musical saga that inspires your companions to feats of heroism certain to enter the annals of history. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action: When a creature within 30 feet who can hear you hits with an attack roll, you can expend a spell-song point to cause the attack to deal maximum damage, instead of making a damage roll. When a creature within 30 feet who can hear you makes a damage roll for a spell, you can expend a spell-song point to allow it to choose any number of the damage dice after the roll and reroll each of the chosen dice once, replacing each die’s previous result with the new roll. When a creature within 30 feet who can hear you would make a death saving throw, you can expend a spell-song point to cause it to regain 1 hit point instead. When a creature within 30 feet who can hear you starts its turn while it is affected by one or more disease, it has one or more level of exhaustion, or it is subject to any number of the blinded, charmed, frightened, incapacitated, paralyzed, poisoned, restrained, or stunned conditions, you can expend a spell-song point to cure it of each disease affecting it, reduce its level of exhaustion by 1, and end each of the other listed conditions to which it is subject. When a creature other than you within 30 feet who can hear you fails a saving throw, you can expend a spell-song point to cause it to succeed instead. Until the spell ends, you can take an action on your turn to gain up to your spellcasting ability modifier in spell-song points. You can take this action an unlimited number of times. You lose all remaining spell-song points immediately when this spell ends.","properties":{"Category":"Spells","Level":9,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Inspiring Speech","description":"The verbal component of this spell is a 10-minute-long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against effects that cause the charmed or frightened condition for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.","properties":{"Category":"Spells","Level":4,"School":"Enchantment (Battle)","Components":"V","Casting Time":"10 minutes","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Inspiring Speech","description":"The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.","properties":{"Category":"Spells","Level":4,"School":"Enchantment","Expansion":5764,"Components":"V","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Inspiring Speech","description":"The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V","Casting Time":"10 minutes","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Inspiring Speech","description":"4th-Level Enchantment Casting Time: 10 minutes Range: 60 feet Components: V Duration: 1 hour The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary Hit Points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V","Casting Time":"10 minutes","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Instant Armored Vehicle","description":"You transform a handful of materials into a Huge armored vehicle. The armored vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The armored vehicle can hold up to four Medium creatures within it. A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn’t provoke opportunity attacks. Each creature in the armored vehicle’s path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn’t proficient in land, water, or air vehicles (whichever is appropriate for the vehicle’s type), each target has advantage on the saving throw against the Careen action.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Instant Fortification","description":"Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). The walls are made of stone (AC 15), have 120 hit points each, and are immune to necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. Each wall has two arrow slits. One wall also includes a metal door with an arcane lock. You designate at the time of the fort's creation which creatures can enter the fortification. The door has AC 20 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Ritual; Battle)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Instant Fortification","description":"Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). Each wall has two arrow slits. One wall also includes a metal door with an arcane lock effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Instant Fortification","description":"5th-Level Transmutation (Ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a statuette of a keep worth 250 gp, which is consumed in the casting) Duration: Permanent Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). Each wall has two arrow slits. One wall also includes a metal door with an arcane lock effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 Hit Points destroys it, allowing access to the inside of the fortification. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation [ritual]","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Instant Freeze","description":"You freeze a 5-foot cube of water that you can see within range. Any creatures in the water must succeed on a Dexterity saving throw or become restrained. A restrained creature can use its action to make a Strength check against your spell save DC, breaking the ice around it and freeing itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cube increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Instant Recall","description":"You gain a near eidetic memory with the ability to clearly recall everything you seen and experienced. For the duration, you have a +10 bonus to any Intelligence checks to recall information about past events or experiences. In addition, while the power remains in effect, if the information you recall can be applied toward an Intelligence (Investigation) or Wisdom (Insight) check, you gain advantage to that roll.","properties":{"Category":"Spells","Level":5,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Instant Replay","description":"1st-level transmutation (chronomancy) Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Instant Siege Weapon","description":"With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points. For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition. At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Instant Siege Weapon","description":"Through this spell, you instantly transform raw materials into a siege engine (see the 5th edition rules for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell's range. The raw materials for the spell don't need to be the actual material a siege weapon is normally built from; they just need to be remotely like that and have a value in gold at least equal to the weapon's hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that's a small house, three wagons, or two heavy crossbows.) The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition. At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots' worth of ammunition.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Ritual; Battle)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Instant Siege Weapon","description":"4th-Level Transmutation (Ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (raw materials with a value in gp equal to the Hit Points of the siege weapon to be created) Duration: Permanent With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points. For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition. At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.","properties":{"Category":"Spells","Level":4,"School":"transmutation [ritual]","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Instant Snare","description":"You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Larger or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Instant Snare","description":"You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Instant Snare","description":"You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Instant Snare","description":"2nd-Level Abjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a loop of twine) Duration: 24 hours You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Instant Summons","description":"You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.","properties":{"Category":"Spells","Name":"Instant Summons","Level":6,"Range":"Touch","Ritual":"Yes","School":"Conjuration","Target":"An object weighing 10 pounds or less whose longest dimension is 6 feet or less","Classes":"Wizard","Duration":"Until dispelled","Material":"A sapphire worth 1,000 gp","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.<br />At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.<br />If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.<br />Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Instant Tent","description":"You conjure a tent of a magnificent size that lasts for the duration. The tent is a large “Big Top” tent with an oval shape of 50 by 75 feet and is open on the sides. The colors and the designs on the canvas are determined by you when you cast the spell. The tent is waterproof and well-fastened to the ground, its magic preventing it from tipping. The tent is made of magical canvas, supported by iron poles. The ten supporting poles each have AC 19 and 24 hit points, immunity to damage from non-magical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the tent (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes one column to regain 50 Hit Points.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 minute","data-RangeAoe":"120 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Instill Nightmare","description":"5th-level illusion Casting Time: 10 minutes (special) Range: Unlimited Components: V, S, M (incense made of Angel’s Trumpet flowers) Duration: Instantaneous Your spell infects the thoughts of a sleeping creature on the same plane as you, suffusing their dreams with nightmares of your choosing. The creature must make a Wisdom saving throw or take 1d10 psychic damage, and have their rest disturbed. The nightmare inflicts the creature with a level of exhaustion (this cannot increase their level of exhaustion more than twice if cast on consecutive nights), and they can only regain half of their missing spell slots, starting with the lowest level, for the next 24 hours. Monsters and NPCs with the ability to cast spells a limited number of times not tied to spell slots can use each ability half as many times (minimum once) in the next 24 hours. The saving throw is made with advantage or disadvantage depending on how well you know the creature. If you know the name of the creature, are familiar with them (you know them well), or have a body part, lock of hair, piece of fingernail, or other piece of flesh from the creature, the creature has disadvantage on the saving throw. If you know nothing about the creature (even if you have a piece of its body), it has advantage on the saving throw. If the creature is under the effect of a protection from evil and good or dispel evil and good while you are casting the spell, or the Break Enchantment effect of dispel evil and good is used on the creature, the nightmare is dispelled, and you are stunned for 1 hour. If the target of the nightmare is awake when the spell begins, you can choose to let the spell fail, or to enter a trance until the target goes to sleep, at which point you become alert and finish casting the spell. If you are interrupted while in this trance, you must succeed on a DC 15 Concentration check or the spell ends. While in the trance, you are not aware of your surroundings, and you are considered defenseless. You automatically fail any Strength or Dexterity saving throw, and any attack roll that hits you becomes a critical hit. Creatures that do not dream or do not sleep are immune to this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"illusion","Expansion":28072,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"10 minutes (special)","data-RangeAoe":"Unlimited"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Intangible Form","description":"Your physical form and everything you are wearing and carrying moves dimensionally out of phase, making you ethereal and intangible for the duration or until you use your action to dismiss the effect. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the physical world, but everything there looks gray, and you can’t see anything more than 60 feet away. While in this state, you can only affect and be affected by other creatures in the same state. Creatures that aren’t in this extradimensional state can’t perceive you and can’t interact with you, unless a special ability or power has given them the ability to do so. You can move through objects you perceive on the physical world. When the effect ends, you immediately return to your normal state in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This power has no effect if you activate it while you are on already intangible or in a warded space that doesn’t allow extradimensional movement. At Higher Ranks. When you use this power at rank 8 or higher, you can target up to three creatures (including you) for each rank above 7. The creatures must be within 10 feet of you when you activate the power.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Intellect Fortress","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: 30 feet Components: V Duration : Concentration, up to 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. ","properties":{"Category":"Spells","Level":3,"School":"abjuration","Expansion":8257,"Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Intensify Gravity","description":"4th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell intensifies gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC. On a failure, it can’t move at all on its turn. Objects in the area, including those being worn or carried, weigh double their usual weight, which may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged weapon attacks that pass into, out of, or through the area have disadvantage, and any falling damage dealt within the spell’s area is doubled.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Intensify Light","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self (15-foot radius) Components V, S, M (scale from a light drake) Duration: Concentration, up to 1 minute When you are within range of a light source, that source of light sheds bright light and dim light for an additional 10 feet. If the object sheds light from the daylight spell, the light within 10 feet of the object is considered sunlight. If you move out of range of the light source, it immediately reverts to its normal illumination.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Intercept Directive","description":"You are able to read and understand the electronic command patterns either within or being exchanged between automatons and constructs. Until the effect ends, you have advantage to Dexterity and Wisdom saving throws against attacks from any threat of this type.","properties":{"Category":"Spells","Level":1,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Interpret the Signs","description":"You expend this magical energy to regain some of your expended magical energy back. When you finish casting this spell, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than seven, and none of the slots can be 6th level or higher.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Intrusive Thought","description":"2nd-level enchantment Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you taking an action Range: 60 feet Components: V, S Duration: Instantaneous As a reaction when a creature you can see within range uses its action to attack or takes the Dash, Dodge, or Disengage action, you can attempt to distort its thinking. The target makes a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, the creature takes an action of your choice from among those options, instead of the action it intended to take.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Expansion":26275,"Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Intuition","description":"8th-level divination Casting Time: 1 action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Wisdom check, you can replace the number you roll with a 15. Additionally, no matter what a creature says to you, you magically learn if the creature is lying to you or hiding a secret related to the topic of conversation.","properties":{"Category":"Spells","Level":8,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Intuitive Aim","description":"You focus your attention toward a target in range. Your talent grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, so long as this power remains in effect.","properties":{"Category":"Spells","Level":0,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Invested Champion","description":"You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll. If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge. Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Invested Champion","description":"You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll. If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge. Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Invested Champion","description":"3rd-Level Evocation (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a vial of holy water) Duration: Concentration, up to 1 hour You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll. If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge. Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"evocation [ritual]","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Investiture of Blight","description":"6th-level transmutation Casting time: 1 action Range: self Components: v, s, m (a vial of ectoplasm or ghostly essence) Duration: concentration, up to 10 minutes Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell’s duration. Until the spell ends, you gain the following benefits: You have immunity to necrotic damage and resistance to poison damage. Creatures that miss on melee attacks against you become frightened of you until the end of their next turn. You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"transmutation","Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Investiture Of Blight","description":"","properties":{"Category":"Spells","Level":6,"School":"Transmutation (apocalypse)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Investiture of Darkness","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, smoky shadows and crackling necrotic energy envelope you like a cloak and you gain the following benefits: You are immune to necrotic damage. Dim light and darkness, including magical darkness, don’t impede your vision. While you’re in an area of dim light or darkness, including another creature’s shadow, you can use your bonus action to teleport to another area of dim light or darkness that you can see. You can use your action to create a 15-foot sphere of magical darkness centered on a point you can see within 30 feet of you. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If a creature of a type other than undead dies within the darkness, it rises as a zombie under your control at the start of your next turn, as though the corpse were under the effects of the danse macabre XGE spell. You roll initiative for each zombie created this way. The darkness lasts until the spell ends, or until you use your action this way again. When the spell ends, each zombie created by the spell becomes inanimate.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Investiture of Flame","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Investiture of Flame","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Investiture of Ice","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, ice rimes your body, and you gain the following benefits: You are immune to cold damage and have resistance to fire damage. You can move across difficult terrain created by ice or snow without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Investiture of Ice","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, ice rimes your body, and you gain the following benefits: You are immune to cold damage and have resistance to fire damage. You can move across difficult terrain created by ice or snow without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Investiture of Light","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, your body becomes wreathed in a corona of shining light, shedding bright light in a 30-foot radius and dim light for an additional 30 feet and you gain the following benefits: If the area of light shed by this spell overlaps an area of darkness created by a spell of 6th level or lower, the darkness is dispelled. When you or a friendly creature starts its turn within 30 feet of you, if it’s below half its hit point maximum, it regains 1d6 hit points. You can use your reaction to create a flash of brilliant light in a 15-foot cone extending from you in a direction you choose. Each creature of your choice in the area must make a Constitution saving throw. A creature takes 3d8 radiant damage and is blinded until the end of its next turn on a failed save, or half as much damage and isn’t blinded on a success.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Investiture of Stone","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, bits of rock spread across your body, and you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Investiture of Stone","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, bits of rock spread across your body, and you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Investiture of Voltage","description":"6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, your body crackles with electricity, and you gain the following benefits: You are immune to lightning damage, as well as to the paralyzed and stunned conditions. When a creature hits you with a melee attack, it takes 1d8 lightning damage and can’t take reactions until the start of its next turn. You can use your action to create a line of lightning 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Investiture of Wind","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain the following benefits: Ranged weapon attacks made against you have disadvantage on the attack roll. You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Investiture of Wind","description":"6th-Level transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain the following benefits: Ranged weapon attacks made against you have disadvantage on the attack roll. You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Invigorate","description":"Choose up to three creatures within range. Each target gains 10 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":29025,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Invigorated March","description":"3rd-Order Metamorphosis Power Manifestation Time: 1 bonus action Rang e: 30 feet Duration: Instantaneous Creatures: Time raider vertex You emit a burst of mentally invigorating energy into the mind of a creature you can see within range. That creature can use their reaction, if available, to move up to their speed without provoking opportunity attacks. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature.","properties":{"Category":"Spells","Level":3,"School":"Metamorphosis","Casting Time":"1 bonus action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Invigorating Heat","description":"Tier 2 fi re mending Casting Time: 1 action Base Favor Cost: 1 Range: Touch Components (Required): V, S Resonances: You can see the sun from your current location (1 bonus favor), you are in an area of high volcanic activity (2 bonus favor) Duration: 1 minute Effects: You grant one willing creature in range the brilliance of a roaring bonfire. For the duration of the invocation, your target has advantage on Intelligence checks and saving throws. Additionally, it ignores up to 1 level of exhaustion (for example, if it had 1 level, it would behave as if it had 0 levels, and if it had 2 levels, it would behave as if it had 1). After the duration ends, the creature gains 1 level of exhaustion. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1+ favor: You increase the range by +10 feet per favor spent this way. 1+ favor: Choose one additional target within range per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 reaction” 3 favor: You resonate the invocation with the target’s inner energies, increasing the duration to “10 minutes.” 3+ favor: At the start of each of your target’s turns, it gains 1d4 temporary hit points. If its current hit points are less than or equal to half its maximum hit points, it gains 1d8 temporary hit points instead.","properties":{"Category":"Spells","Level":2,"School":"fire mending","Components":"V, S","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Invisibility","description":"Classes: Artificer, Bard , Sorcerer , Warlock , Wizard A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Invisibility","Level":2,"Range":"Touch","School":"Illusion","Target":"A creature you touch","Classes":"Artificer, Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 hour","Material":"An eyelash encased in gum arabic","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Invisibility","description":"2nd-Level Illusion Casting Time : 1 action Rang e: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration : Concentration, up to 1 hour A creature you touch becomes i⁠nvisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Invisibility","Level":2,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Invisibility","description":"2nd-Level Illusion Casting Time : 1 action Rang e: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration : Concentration, up to 1 hour A creature you touch becomes i⁠nvisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Invisibility","Level":2,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Invisibility","description":"2nd-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Invisibility","description":"Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll , deals damage , or casts a spell . Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","properties":{"Category":"Spells","School":"Illusion","Name":"Invisibility","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Invisibility","description":"Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Invisibility\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Invisibility\\\",\\\"description\\\":\\\"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"an eyelash in gum arabic\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Invisibility","data-description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S M","Material":"an eyelash in gum arabic","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Invisibility Purge","description":"4th-level abjuration Casting Time: 1 action Range: Self (120-foot radius) Components: V, S, M (powdered silver worth at least 100 gp) Duration: Instantaneous You purge magical invisibility effects within 120 feet of you. Any creature, object, location, or effect within 120 feet of you that is hidden by magical invisibility is revealed and the invisibility is dispelled. This spell applies to innate abilities that are magical in nature, such as an imp’s Invisibility, but it doesn’t affect creatures on other planes of existence, such as the Ethereal Plane. It also doesn’t reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility ) have their effects suppressed for 1 minute.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (120 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Invisible Weapon","description":"4th-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You coat a weapon you touch with illusory magicks, rendering it invisible to all except you and the creature who is carrying or wielding it. Until the spell ends, any weapon attack made using the weapon against a creature other than you that doesn’t have truesight has advantage. If the weapon isn’t already a magic weapon, it becomes one for the duration. Even if it was already a magic weapon, spells and magical effects that detect the presence of magic items or whether an item is magical or not, such as the detect magic spell, fail to detect the weapon. At Higher Levels. If you cast the spell using a 6th or 7th level spell slot, the duration is concentration, up to 8 hours. If you cast the spell using an 8th level spell slot, the duration is concentration, up to 24 hours. If you cast the spell using a 9th level spell slot, the duration is 24 hours and doesn’t require concentration.","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Invoke Chaos","description":"Chaos erupts from four different points you can see within range. Roll on the Invoke Chaos table to determine the effect that arises from each point, as though you had just cast the spell in question, either centered on that point or originating from it. If any of the effects require concentration, you can maintain concentration on more than one at a time. If the duration of an effect is normally longer than 1 minute, the duration is shortened to 1 minute for this version of the spell. Invoke Chaos d100 Spell Effect 01 No effect 02–05 black tentacles 06–09 fireball 10–14 calm emotions 15–18 shatter 19–24 darkness 25 insect plague 26–30 entangle 31–34 faerie fire 35–39 call lightning 40-44 fog cloud 45–49 sleet storm 50 cloudkill 51–55 hypnotic pattern 56–59 stinking cloud 60–65 plant growth 66-69 confusion 70–74 silence 75 ice storm 76–79 spike growth 80–85 moonbeam 86–90 daylight 91–94 grease 95–99 zone of truth 100 mass cure wounds","properties":{"Category":"Spells","Level":7,"School":"conjuration","Expansion":25357,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Invoke the Amaranthine","description":"3rd-level divination Casting Time: 10 minutes; Special, see text Range: Self; Special, see text Components: V, S, M (a holy symbol of the Amaranthine); Special, see text Duration: 24 hours You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two d20s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant modifiers to this number, but otherwise treat the substituted number as the number they rolled. To do this, you must spend a reaction to present your holy symbol and invoke the name of the Amaranthine whose energies you called upon. You can do this anytime after the skill check, saving throw or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M; Special, see text","Casting Time":"10 minutes; Special, see text","data-RangeAoe":"Self; Special, see text"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Invoke the Firemind","description":"This spell has two methods of casting it, both drawing from the same source: an invocation of the Firemind. You create one of the following magical effects: You can choose extended spell slots to recover. The spell slots can have a combined level of 5. Make a ranged spell attack against a single creature within range. On a hit, the target takes 8d10 fire damage and half as much damage if you miss. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher and choose the first option, the combined level of the spell slots you recover increases by 1 for each slot level above 5th. When you cast this spell using a spell slot of 6th level or higher and choose the second option, the damage is increased by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Invulnerability","description":"9th-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) Duration : Concentration, up to 10 minutes You are immune to all damage until the spell ends.","properties":{"Category":"Spells","Level":9,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ire of the Mountain","description":"An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Target one metal object that you can see within range. Tendrils of blistering air writhe toward the object. A creature holding or wearing the item must make a Dexterity saving throw. If it succeeds, the creature takes 1d8 fire damage and the spell has no further effect. If the saving throw fails, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not held or worn by a creature, the saving throw fails automatically. This spell cannot affect magical objects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Transmutation (Rothenian)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ire of the Mountain","description":"","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Transmutation","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ire of the Mountain","description":"3rd-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of coal) Duration: Instantaneous An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ire of the Mountain","description":"Target one metal object you can see within range. Tendrils of blistering air writhe towards their intended victim. Any creature holding or wearing the object must make a Dexterity saving throw. If it succeeds, the target takes 1d8 fire damage and the spell has no further effect. If the creature fails, the targeted object melts, destroying it. When the object melts, the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not held or worn by a creature, it automatically fails the Dexterity saving throw. This spell cannot target magical objects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, target one additional object for each spell slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Iron Gut","description":"For the duration, one willing creature you touch has resistance to poison damage and advantage on saving throws against poison. When the affected creature makes a Constitution saving throw against an effect that deals poison damage or that would cause the creature to become poisoned, the creature can choose to succeed on the saving throw. If it does so, the spell ends on the creature. While affected by this spell, a creature can’t gain any benefit from consuming magical foodstuffs, such as those produced by the goodberry and heroes’ feast spells, and it doesn’t suffer ill effects from consuming potentially harmful, nonmagical foodstuffs, such as spoiled food or non-potable water. The creature is affected normally by other consumable magic items, such as potions. The creature can identify poisoned food by a sour taste, with deadlier poisons tasting more sour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Iron Hand","description":"Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by iron hand, you have resistance to fire damage until the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Iron Hand","description":"Abjuration Cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 hour Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by iron hand, you have resistance to fire damage until the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Iron Maiden","description":"4th-level Evocation Casting Time: 1 action Range: 10 feet Components: V, S, M Duration: Concentration, up to 1 minute Your target must make an INT SAVE or be encased in a metal coffin lid with spikes. When a creature starts its round in the Iron Maiden, they suffer 3d10 force damage and are paralyzed, but they have resistance to all other sources of damage. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Iron Mind","description":"One willing creature you touch becomes immune to psychic damage and mindaltering effects for the spell’s duration.","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Iron Mind","description":"3rd-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour One willing creature you touch becomes immune to psychic damage and mind‑altering effects for the spell’s duration.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Iron Stomach","description":"You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Iron Stomach","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ironfiber","description":"You touch fungal material and transform it into ironfiber, a magical substance created by druids from normal plant matter. While remaining naturally fibrous in almost every way, ironfiber is as strong, heavy, and as resistant to fire as steel. Spells that affect metal or iron do not function on ironfiber. Spells that affect plants do affect ironfiber, although ironfiber does not burn. Using this spell with fiber shape or crafting, you can fashion fibrous items that function as metal items. Thus, fibrous plate armor and fibrous swords can be created that are as durable as their normal steel counterparts.","properties":{"Category":"Spells","Level":7,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Irresistible Dance","description":"Choose one creature that you can see within range. The target begins a comic dance in place - shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.","properties":{"Category":"Spells","Name":"Irresistible Dance","Level":6,"Range":"30 feet","School":"Enchantment","Target":"One creature that you can see within range","Classes":"Bard, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.<br />A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"It Has Always Been So","description":"It Has Always Been So Requirements: Level 5 Casting Time: 1 action Range: touch (the Likeness) Duration: special Cost: 4 WP Imbue a Likeness of a place you have made with additional Weave Points to alter that place. For example, when in a prison cell, the artist could draw that cell with its door open. Upon expenditure of the Weave Points the change will become manifested (in this example, the door will open), and the Likeness will be destroyed. A painting of a river could establish a bridge in reality if the artist adds it in the Likeness. The change in reality will remain until the artist’s next short or long rest.","properties":{"Category":"Spells","Level":4,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Jade Strike","description":"Tier 1 earth pu rification Casting Time: 1 action Base Favor Cost: 0 Range: 10 feet Components (Required): V, S Resonances: You can see the sun from your current location (1 bonus favor), you are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: Instantaneous Effects: With a righteous whisper, you cast out evil with the purifying shine of jade. Make a ranged invocation attack against one creature within range. If you hit and it is a fiend, undead, or Lost creature, it suffers 1d8 radiant damage, then suffers the weakened condition (it loses all of its damage resistances, and its damage immunities become resistances) until the end of its next turn. If you hit and the target is not a fiend, undead, or Lost creature, it suffers no ill effects. Additionally, the earth spirits become disgruntled with your flippant summons. You lose 1 favor, and you cannot perform this invocation again until you complete a long rest. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You increase the range by +10 feet per favor spent this way. 2 favor: You infuse the purifying energies even more deeply into your invocation. While a creature is weakened by this invocation, it also has disadvantage on saving throws it makes. 2 favor: You weave your invocation with barbs of jade energy that cling in the creature’s flesh. Conditions caused by this invocation last for 1 minute. 2+ favor: You amplify the force of the strike, increasing the damage it deals by 1d8 per 2 favor spent this way. 3 favor: You blast away at your target’s unholy protections. While a creature is weakened by this invocation, its damage immunities are lost entirely instead of becoming resistances.","properties":{"Category":"Spells","Level":1,"School":"earth purification","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Jagged Forcelance","description":"You create a magical tether of pulsing, golden force between two willing creatures you can see within range. The two creatures must be within 15 feet of each other. The tether remains as long as each tethered creature ends its turn within 15 feet of the other tethered creature. If a tethered creature ends its turn more than 15 feet away from its tethered partner, the spell ends. Though the tether appears as a thin line, its effect extends the full height of the tethered creatures and can affect prone or hovering creatures, provided the hovering creature hovers no higher than the tallest tethered creature. Any creature that touches the tether or ends its turn in a space the tether passes through must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. A creature that makes this saving throw, whether it succeeds or fails, can’t be affected by the tether again until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum distance between the tethered creatures increases by 5 feet, and the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Jallarzi's Storm of Radiance","description":"Level 5 Evocation (Warlock, Wizard) Casting Time: Action Range: 120 feet Component: V, S, M (a pinch of phosphorus) Duration: Concentration, up to 1 minute You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component. When the storm appears, each creature in it makes a Constitution saving throw , taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Evocation","Name":"Jallarzi's Storm of Radiance","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Radiant","data-RangeAoe":"120 ft (10 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Jam Weapon","description":"2nd-level transmutation (renaissance) Casting Time: 1 reaction, which you take when a creature you can see within range attacks with a firearm Range: 60 feet Components: V, S, M (a pinch of wet gunpowder) Duration: Instantaneous The firearm you target jams upon firing. The attack fails, and the firearm is jammed. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can jam one additional firearm within range for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 reaction","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Jarring Growl","description":"You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Jedza's Tidy Charm","description":"1st-level enchantment Casting time: 1 action Range: touch Components: v, m (a nonmagical pot, sack, basket, or similar tiny container) Duration: 1 minute Your touch imbues a container with a temporary pocket dimension. The container then animates, attempting to collect nearby objects in its pocket dimension. At the start of each of your turns, the container moves up to 30 feet and collects each object that isn’t being worn or carried and weighs 15 pounds or less along its path. You can choose the container’s path (no action required) or the container can move at random. The collected objects disappear into the container’s pocket dimension for the duration. The container is a tiny object that can be attacked and destroyed. It has an ac equal to your spell save dc and hit points equal to twice your spellcasting ability modifier. If the container is destroyed, the spell ends. When the spell ends, all objects within the container are expelled harmlessly in a heap in the container’s space, potentially burying the container if it isn’t tipped over into something else first.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Jerilyn's Cadaverous Uprising","description":"Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a specter, ghoul, shadow, zombie, or skeleton). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet. The undead uses its standard stat block, but it has only 10 hit points and is prone until it stands up. It takes its turn immediately after yours. You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it. The creature remains under your control for 1 hour, after which it crumbles to dust or disappears. At Higher Levels. The number of undead you summon increases when you cast this spell with a higher-level spell slot: two when cast with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.","properties":{"Category":"Spells","Level":2,"School":"Necromancy (apocalypse)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Jerilyn's Cadaverous Uprising","description":"2nd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (the severed hand of a humanoid creature) Duration: 1 hour Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a specter, ghoul, shadow, zombie, or skeleton). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet. The undead uses its standard stat block, but it has only 10 hit points and is prone until it stands up. It takes its turn immediately after yours. You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it. The creature remains under your control for 1 hour, after which it crumbles to dust or disappears. At higher levels. The number of undead you summon increases when you cast this spell with a higher-level spell slot: two when cast with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Jet of Water","description":"You open a channel to the Elemental Plane of Water for a brief time. A jet of saltwater forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line or enters it for the first time on a turn must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. In addition, any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The jet extinguishes flames in the area. Medium or smaller objects in the line that aren’t secured to anything and aren’t worn or carried by anyone are knocked over or pushed up to 15 feet away from you. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Jethro's Instant Reload","description":"2nd-level conjuration (ritual) (renaissance) Casting Time: 1 action Range: Touch Components: V, S, M (a spent bullet casing) Duration: 1 hour One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you can ignore this for the duration. When the weapon’s ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn. If you aren’t carrying sufficient ammunition for the weapon to reload, the spell ends.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Jeweled Fissure","description":"With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration (Dragon)","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Jeweled Fissure","description":"With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide. Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. On a failed save, a creature is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration","Components":"V, S, M","Damage Type":"Thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Jeweled Fissure","description":"3rd-Level Conjuration Casting Time: 1 action Range: 100 feet Components: V, S, M (a shard of jasper) Duration: Instantaneous With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide. Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. On a failed save, a creature is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its Speed and flying ability are restored to normal.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Jim's Glowing Coin","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S, R (a coin and 2 gp) Duration : 1 minute Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.","properties":{"Category":"Spells","Name":"Jim's Glowing Coin","Level":2,"School":"Enchantment","Expansion":4048,"Components":"S M R","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Jim's Magic Missile","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, R (1 gp) Duration : Instantaneous Any apprentice wizard can cast a boring old magic missile . Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the spell, as used by Jim Darkmagic! You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.","properties":{"Category":"Spells","Name":"Jim's Magic Missile","Level":1,"School":"Evocation","Expansion":4048,"Components":"V S R","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Jolting Strike","description":"The next time you make a ranged weapon attack during the duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The ammunition used is consumed. If a thrown weapon was used, it returns to its normal form. At Higher Ranks. When you use this power at rank 4 or higher, the damage for both effects of this power increases by 1d8 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Jotun's Jest","description":"Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Rune)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Jovi's Timely Retreat","description":"1st-level evocation Casting Time: 1 reaction Range: 60 feet Components: V, S Duration: Instantaneous You allow an ally to quickly reposition as harm befalls it. As a reaction to you or an ally within range suffering an Injury, you allow the target to move up to their speed without provoking opportunity attacks If the target of the spell would be reduced to 0 hit points, they move before falling unconscious.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Jump","description":"1st-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a grasshopper's hind leg) Duration : 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.","properties":{"Category":"Spells","Name":"Jump","Level":1,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Jump","description":"You touch a creature. The creature's jump distance is tripled until the spell ends.","properties":{"Category":"Spells","Name":"Jump","Level":1,"Range":"Touch","School":"Transmutation","Target":"A creature","Classes":"Artificer, Druid, Ranger, Sorcerer, Wizard","Duration":"1 minute","Material":"A grasshopper's hind leg","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":4,"data-description":"You touch a creature. The creature’s jump distance is tripled until the spell ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Jump","description":"You touch a creature. The creature’s jump distance is tripled until the talent’s effect ends.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Jump","description":"Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Component: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a willing creature . Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Name":"Jump","Level":1,"Casting Time":"Bonus Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Jump","description":"Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Component: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Jump\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Jump\\\",\\\"description\\\":\\\"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a grasshopper's hind leg\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Jump","data-description":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","Level":1,"Casting Time":"Bonus Action","Duration":"1 minute","Range":"Touch","Components":"V S M","Material":"a grasshopper's hind leg","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-DurationNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Jumping Jolt","description":"Jumping Jolt 4th-level evocation (sorcerer, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You release an arc of lighting at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 4d12 lightning damage, and you can cause the spell to repeatedly jump to another target within 20 feet of the previous target, making a separate attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spell's range. The spell can jump a maximum of five times. On a miss, the target takes half as much damage and the spell does not jump to a new target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Jungle’s Whisper","description":"2nd-level divination Casting Time : 1 action Range : Self Components : V, S, M (a leaf from a tropical plant) Duration : Concentration, up to 1 hour Classes : Bard, Cleric, Druid, Ranger Drawing upon the mystical connections of the jungle, you attune your senses to the environment and the creatures that dwell within. The whispers of the jungle grant you insight and knowledge, aiding you in acquiring information or tracking specific targets. You gain advantage on Wisdom (Nature) checks to recall information about plants, animals, and natural phenomena. Additionally, you can decipher tracks and find resources, gaining advantage on Wisdom (Survival) checks made in jungle environments. You gain an intuitive sense of the presence of creatures within 120 feet of you. You can detect their general location and approximate number, although you cannot discern their exact identity or specific details about them. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 hour for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Justice Strike","description":"You speak a word of command at one target creature. The creature must succeed on a Wisdom saving throw. On a failure, the creature takes damage as if it had hit itself with its own melee attack. This spell deals additional 1d8 psychic damage to the creature when you reach 5th level. This spell’s damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Kardiff's Bouncing Bomb","description":"You cause a burst of flame to erupt from you towards a creature you can see within range and detonate on impact. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage. You can elect to use a creature you hit with this spell during your last turn as the source of the spell, drawing sight and measuring range from the creature instead of from yourself. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Kareef's Entreaty","description":"Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Components":"V","Casting Time":"1 reaction"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Kareef's Entreaty","description":"1st-Level Abjuration Casting Time: 1 reaction, which you take just before a creature makes a death saving throw Range: 60 feet Components: V Duration: Instantaneous Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 Hit Points immediately. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 Hit Points for each slot level above 1st if its saving throw result is 18 or higher.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V","Casting Time":"1 reaction, which you take just before a creature makes a death saving throw","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Karmic Debt","description":"6th-level transmutation Casting Time : 1 action Range : 60 feet Components : V, S, M (a black and a white pebble) Duration : Concentration, up to 1 minute Classes : Cleric, Sorcerer, Warlock, Wizard You tap into the cosmic balance of the universe, creating a karmic bond between the target and their offensive and baleful actions. The target must succeed on a Charisma saving throw. On a failed save, whenever the target deals damage to a creature or object through spells, attacks, or other means, an equal amount of damage is dealt back to the target as karmic backlash. This damage is of the same type as the original damage dealt and cannot be reduced or prevented by any means. Any additional effects, such as conditions or status effects, caused by the target’s actions, are mirrored back upon the target. For example, if the target inflicts a creature with a condition, the target will be afflicted with the same condition.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Kavelin's Instant Aerosol","description":"You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends out five feet from you in all directions. All creatures in range, including yourself, that breathe in the magical vapors can benefit from the effects of the potion. The duration is divided equally among those partaking, rounding down any fractions. If the spell is used with a potion of healing, all creatures in the area receive the average number of hit points that would be healed by a potion of that type.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"5 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Kavelin's Instant Aerosol","description":"2nd-Level Transmutation Casting Time: 1 action Range: 5 feet Components: V, S, M (a candle made with rare herbs and powdered gemstones, worth 50 gp) Duration: Instantaneous You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends out five feet from you in all directions. All creatures in range, including yourself, that breathe in the magical vapors can benefit from the effects of the potion. The duration is divided equally among those partaking, rounding down any fractions. If the spell is used with a potion of healing, all creatures in the area receive the average number of Hit Points that would be healed by a potion of that type.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Keening Wail","description":"You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy","Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Keening Wail","description":"You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Expansion":5494,"Components":"V S M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Keening Wail","description":"4th-Level Necromancy Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a ringed lock of hair from an undead creature) Duration: Instantaneous You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 Hit Points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Keeper's Vault","description":"You draw out a fragment of a living soul and bind it within the lantern used as a material component for this spell. Choose a creature you can see within 60 feet of you that isn’t an Undead or Construct. For the duration, the lantern is ignited by the target’s soul and sheds dim light in a 30-foot radius. At the start of each of the target’s turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 2d6 necrotic damage. On a successful save, the target takes no damage, but its soul remains bound. If the target’s saving throw succeeds by 5 or more, its soul becomes unbound and the spell ends. Until the spell ends, as a bonus action, you can choose one creature you can see within 30 feet of you that isn’t an Undead or Construct. That creature regains hit points equal to the total damage dealt by this spell, up to a maximum of 20 hit points, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the maximum hit points regained increases by 10 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Expansion":21558,"Components":"V, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Kel's Antlion Trap","description":"3rd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (an antlion husk) Duration: concentration, up to 1 minute You summon three sandpits on the ground on points you can see within range. Each pit is 10 feet wide and 5 feet deep and is difficult terrain. A creature that enters a pit for the first time on a turn or starts its turn there must succeed on a dexterity saving throw or be restrained by the sand. A creature restrained by a sandpit takes 2d6 piercing damage at the end of each of its turns. A creature restrained by a sandpit can use its action to make a strength check against your spell save dc. On a success, the creature is no longer restrained. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M ","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Khamsin's Chariot","description":"4th-level conjuration Casting time: 1 action Range: 90 feet Components: v, s Duration: concentration, up to 1 minute You create a 5-foot-radius, 30-foot-tall cylinder of swirling air on a point you can see within range. Each huge or smaller creature in the cylinder when it appears or that ends its turn within 5 feet of the cylinder must succeed on a strength saving throw or be restrained by it. A creature restrained by the whirlwind can use its action to make a strength check against your spell save dc. On a success, it is no longer restrained and is safely ejected into an unoccupied space of its choice within 5 feet of the whirlwind. As a bonus action on each of your turns, you can move the whirlwind up to 30 feet. If you move the whirlwind, creatures restrained by the whirlwind are moved with it when it moves. If you move the whirlwind into a creature, that creature must make the saving throw against being restrained by the cylinder, and the whirlwind stops moving this turn. If you are within 5 feet of the whirlwind when it moves, you can choose to be carried along with it and safely deposited in an unoccupied space within 5 feet of its destination. You can’t be restrained by the whirlwind. Alternatively, as a bonus action on each of your turns, you can choose to violently eject a creature restrained by the whirlwind instead of moving the whirlwind. The creature is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a strength saving throw against your spell save dc or take the same damage and be knocked prone. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the whirlwind’s radius increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Killing Fields","description":"You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends. While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area. When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. Killing fields creates the following effects within the area. Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"transmutation","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Killing Fields","description":"You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends. While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area. When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. Killing fields creates the following effects within the area. Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Killing Fields","description":"You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends. While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area. When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. Killing fields creates the following effects within the area. Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Killing Fields","description":"5th-Level Transmutation Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a game animal, which must be sacrificed as part of casting the spell) Duration: 24 hours You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends. While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area. When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. Killing fields creates the following effects within the area. Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Kindness of Angels","description":"6th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (diamond dust worth at least 100 gp, which the spell consumes) Duration: instantaneous You create a burst of glorious, glowing golden feathers centered on a point you choose within range. Each friendly creature in the burst regains 4d6 hit points and is no longer charmed or frightened, if it suffered those conditions. Each hostile creature in the burst must make a wisdom saving throw. On a failed save, a creature takes 4d6 radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half the damage and isn’t blinded. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the healing and damage both increase by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"conjuration","Components":"V, S, M ","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Kinetic Jaunt","description":"2nd-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: S Duration : Concentration, up to 1 minute You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration: Your walking speed increases by 10 feet. You don’t provoke opportunity attacks. You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":12501,"Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Kiss of the Succubus","description":"5th-Level Necromancy Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Kiss of the Succubus","description":"You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person or Lustful Gaze (see the Lust domain). The target must succeed on a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At Higher Levels . When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each spell slot level above 5th.","properties":{"Category":"Spells","Save":"constitution","Level":5,"School":"necromancy","Components":"S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Kiss Of The Succubus","description":"You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy","Components":"S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Knife of Fate","description":"You speak a word of binding fate and point your dagger. A creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is instead inflicted on the individual to whom they are bound, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level or are targeted by a heal spell or partake of a heroes' feast spell, lifting the binding.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Knife of Fate","description":"4th-level necromancy Casting time: 1 action Range: 60 feet Components: v, s, m (a silver knife) Duration: until dispelled You speak a word of binding fate and point your dagger. A creature you can see within 60 feet of you must make a wisdom saving throw. On a failed save, the target’s fate is bound to one random ally of the target. Any damage or condition the target suffers is instead inflicted on the individual to whom they are bound, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level or are targeted by a heal spell or partake of a heroes’ feast spell, lifting the binding.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Knock","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.","properties":{"Category":"Spells","Name":"Knock","Level":2,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Knock","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.","properties":{"Category":"Spells","Name":"Knock","Level":2,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Knock","description":"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles , a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.","properties":{"Category":"Spells","Name":"Knock","Level":2,"Range":"60 feet","School":"Transmutation","Target":"An object that you can see within range","Classes":"Bard, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.<br />A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.<br />If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.<br />When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Knock","description":"Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock , that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target .","properties":{"Category":"Spells","School":"Transmutation","Name":"Knock","Level":2,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Knock","description":"Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock , that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Knock\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Knock\\\",\\\"description\\\":\\\"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\\\\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\\\\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\\\\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Knock","data-description":"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\nA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\nIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\nWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.","Level":2,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Kobold's Fury","description":"Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Kobold's Fury","description":"Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Kobold's Fury","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a kobold scale) Duration: 1 round Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Krail's Maggot","description":"A 6-inch-long maggot forms inside a creature of your choice within range and begins to devour the target from within. Make a melee spell attack against your target while in range. On a hit, the target takes necrotic damage from the maggot equal to 1d8 + your spellcasting ability modifier. As a bonus action on each of your subsequent turns, you can repeat the attack against your target. As an action on its turn, your target can make a melee weapon attack against the maggot with a weapon that deals piercing or slashing damage. The maggot has AC equal to your spell save DC and 8 hit points per spell slot level used to create it. If your target hits the maggot, half of the damage is dealt to the maggot, and the other half is dealt to the target itself. If the maggot is killed, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"S M","Casting Time":"1 action","data-RangeAoe":"60 feet "},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Krail's Maggot","description":"2nd-level necromancy Casting time: 1 action Range: 60 feet Components: s, m (a live maggot) Duration: concentration, up to 1 minute A 6-inch-long maggot forms inside a creature of your choice within range and begins to devour the target from within. Make a melee spell attack against your target while in range. On a hit, the target takes necrotic damage from the maggot equal to 1d8 + your spellcasting ability modifier. As a bonus action on each of your subsequent turns, you can repeat the attack against your target. As an action on its turn, your target can make a melee weapon attack against the maggot with a weapon that deals piercing or slashing damage. The maggot has ac equal to your spell save dc and 8 hit points per spell slot level used to create it. If your target hits the maggot, half of the damage is dealt to the maggot, and the other half is dealt to the target itself. If the maggot is killed, the spell ends. At higher levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Krail's Rapture","description":"You make a slicing motion with your finger, and you immediately break the grapple of the creature grappling you by magically entering their body and exiting them on the opposite side. The creature must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save or half as much damage on a successful one. If cast in response to being swallowed, you exit the triggering creature's body, regardless of how much damage you deal to it, and fall prone in a space within 10 feet of the triggering creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"S","Casting Time":"1 reaction, which you take in response to being grappled or swallowed whole","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Krail's Rot","description":"You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws. If your target dies, you can raise it as a zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like animate dead , you can command any or all of them at the same time using the same bonus action, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must expend a spell slot of 5th level or higher before the current 24-hour period ends. At Higher Levels. If you cast this spell using a 7th-level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a ghoul if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a ghast if it dies.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Krail's Rot","description":"5th-level necromancy Casting time: 1 action Range: 60 feet Components: s, m (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: concentration, up to 1 minute You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws. If your target dies, you can raise it as a zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like animate dead, you can command any or all of them at the same time using the same bonus action, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must expend a spell slot of 5th level or higher before the current 24-hour period ends. At higher levels. If you cast this spell using a 7th-level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a ghoul if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a ghast if it dies.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"S, M ","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Krail's Rupture","description":"2nd-level necromancy Casting time: 1 reaction, which you take in response to being grappled or swallowed whole Range: touch Components: s Duration: instantaneous You make a slicing motion with your finger, and you immediately break the grapple of the creature grappling you by magically entering their body and exiting them on the opposite side. The creature must make a constitution saving throw, taking 3d12 necrotic damage on a failed save or half as much damage on a successful one. If cast in response to being swallowed, you exit the triggering creature’s body, regardless of how much damage you deal to it, and fall prone in a space within 10 feet of the triggering creature. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"S","Damage Type":"necrotic","Casting Time":"1 reaction, which you take in response to being grappled or swallowed whole"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Kraken's Tentacles","description":"Squirming brown tentacles fill a 20-foot-square area on the ground that you can see within range. At the center of the tentacles is a beak-like maw. For the duration, this area is considered difficult terrain. When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on Dexterity saving throw or take 1d6 bludgeoning damage and become restrained by the tentacles until the spell ends. Up to two creatures that start their turn in the area and are already restrained by the tentacles take 2d8 piercing damage from the beak. A creature restrained by the tentacles can use an action to make a Strength or Dexterity check (its choice) against the caster's spell save DC. On a success, it frees itself, but still must move out of the area of effect, or risk re-capture by the tentacles. At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the tentacle damage increases by 1d6 and the bite damage increases by 1d8 for each slot above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Labyrinth Mastery","description":"Upon completing this spell, you immediately gain a sense of your surroundings. If you are in a maze or any structure with multiple paths and dead ends, this spell guides you to the nearest exit from the structure, although not necessarily along the fastest or shortest route. If your route takes you closer to a different exit, the spell begins guiding you toward that exit instead. In addition, while the spell is guiding you out of such a structure, you also have advantage on skill checks to avoid being surprised and on initiative checks. Finally, this spell grants you a perfect memory of all portions of the maze you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. While under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.","properties":{"Category":"Spells","Level":4,"School":"Divination (Labyrinth)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Labyrinth Mastery","description":"Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls. You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.","properties":{"Category":"Spells","Level":4,"School":"Divination (labyrinth)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Labyrinth Mastery","description":"4th-level divination Casting time: 1 action Range: self Components: v, s, m (a piece of blank parchment) Duration: concentration, up to 1 hour Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls. You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an intelligence check.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Labyrinthine Howl","description":"You let loose the howl of a ravenous beast, causing all enemies within 60 feet that can hear you to make a Wisdom saving throw. Those that fail believe they’ve been transported into the Maze and are under attack by savage beasts. An affected creature must choose to either face the beasts, or curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage and then the spell ends on it. Those that curl into a ball fall prone and are stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Illusion (Labyrinth)","Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Labyrinthine Howl","description":"You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Illusion (labyrinth)","Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Labyrinthine Howl","description":"5th-Level Illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a dead mouse) Duration: 1 round You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lacerate","description":"You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Evocation","Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"60 ft. "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lacerate","description":"You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Expansion":5494,"Components":"V S M","Damage Type":"slashing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Lacerate","description":"2nd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of bone or crystal) Duration: Instantaneous You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lacerate","description":"1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a slashing weapon) Duration: Instantaneous You slash the air, creating a blade of force which slashes at your target. Make a melee spell attack roll against a creature in range. On a hit, that creature takes 2d8 slashing damage, and must make a Constitution saving throw or gain a special Injury of Setback I severity, \"Laceration\". Each time the Injured creature takes an action, it loses 1d6 hit points. This Injury is automatically removed at the end of a short rest, or when the creature regains hit points via magic. At Higher Levels. When this spell is cast using a spell slot of 2nd level or higher, the target takes an additional 1d8 points of damage per spell level beyond 1st. Additionally, if the spell slot used is 4th level or higher, the Injury's severity increases to Dangerous II, is only removed at the end of a short rest, and the hit point loss increases to 1d8.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lady Sun's Smile","description":"Tier 1 fire pu rification Casting Time: 1 minute Base Favor Cost: 0 Range: Self (30-foot line) Components (Required): V, S Resonances: You can see the sun from your current location (1 bonus favor), it is sunrise, noon, or sunset (1 bonus favor) Duration: 1 minute Effects: You call forth a ray of sunlight to soothe the anger of Lady Sun’s lost children. This creates an area of bright light extending in a line from your position. Each fiend, undead, and Lost creature in the area of effect must make a Charisma saving throw or be blinded as long as it stays within the ray of light. If a solid object (such as a creature that is medium or larger, or a wall) blocks the light, the effect may end early for one or more creatures affected. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1+ favor: You increase the length of the line by 10 feet per favor spent this way. 2 favor: Creatures blinded by this invocation are also restrained while they remain within the ray of light. 3 favor: Instead of a line, the area this invocation affects is a slam of the same length that is 30 feet wide. 5 favor: Each creature that fails the saving throw suffers 5d6 radiant damage. Creatures that succeed suffer half damage instead. If a creature is killed this way, its body burns to ash and its spirit passes on peacefully to the afterlife.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"fire purification","Components":"V, S","Casting Time":"1 minute"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lair Sense","description":"You set up a magical boundary around your lair. The boundary can't exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature's type but nothing else about it. You are also aware when creatures leave the area. This awareness is enough to wake you from sleep, and you receive the knowledge as long as you're on the same plane of existence as your lair. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell's duration for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination (Ritual; Dragon)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Lair Sense","description":"You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area. This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Divination (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lair Sense","description":"2nd-Level Divination (Ritual) Casting Time: 1 minute Range: 120 feet Components: V, S, M (treasure worth at least 500 gp, which is not consumed in casting) Duration: 24 hours You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area. This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"divination [ritual]","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lance","description":"You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Lance of the Sun God","description":"3rd-Level Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lance Of The Sun God","description":"You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Land Bond","description":"You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Ley Line)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Laser Blast","description":"You fire a high powered laser beam toward a creature of your choice within range. Make a ranged forging attack against the target. On a hit, the target takes 4d6 radiant damage. In addition, the next attack roll made against this target before the end of your next turn has advantage. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Lash of Malice","description":"You send forth a stream of necromantic ink at a creature within range which empowers the creature’s weapons at the cost of its own vitality. If the creature is unwilling, the creature makes a Constitution saving throw. On a failure or if the creature is willing, the creature takes 1d4 necrotic damage. Until the start of your next turn, the creature deals an additional 1d4 necrotic damage with melee weapon attacks it hits with. This spell’s damage dealt to the target creature and the additional damage the creature deals with melee weapon attacks increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Lashing Tendrils","description":"1st-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (the tip of an octopus tentacle) Duration: Concentration, up to 1 minute You sprout grotesque, whipping tendrils which automatically attack nearby creatures. When a creature comes within 5 feet of you or begins its turn there, it must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, up to a maximum of 6d6.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Last Rays of the Dying Sun","description":"7th-Level Evocation Casting Time: 1 action Range: 40 feet Components: V, S Duration: Instantaneous A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Last Rays Of The Dying Sun","description":"A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"40 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Last Rays Of The Dying Sun","description":"A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increase by 1d6 for each slot level above 7th","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Last Rites","description":"1st-level evocation (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (powdered lead worth 10 gp or more, which the spell consumes) Duration: Instantaneous You perform a rite to protect the sanctity of a deceased creature and usher its spirit into the next world. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Cleanse Corpse. You touch a diseased or poisoned corpse and prevent it from transmitting disease or poison. Determine Cause. You touch a corpse that died of unknown circumstances and learn the general nature of the death (starvation, poisoning, disease, etc.). Peaceful Passing. You touch a willing creature, who then dies painlessly and immediately. It cannot be returned to life unless it wishes to by any means short of a wish spell. Marked Grave. You touch a corpse of unknown identity and learn the name of the creature, if it had one. Sanctify Body. You touch a corpse during a funeral ceremony and prevent it from becoming undead by means short of a wish spell for the next 7 days.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Last Rites","description":"You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a Wisdom saving throw. The target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on celestials or constructs. If you target an undead or fiend, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If an undead or fiend is reduced to 0 hit points by this spell, it dies and its body is reduced to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target an additional creature within 30 feet of each other for each spell level above 5th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"abjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Last Strike","description":"1st-level abjuration Casting time: 1 reaction, which you take when you drop to 0 hit points as a result of taking damage Range: self Components: v, s Duration: 1 round You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you drop to 0 hit points as a result of taking damage"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Laugh in the Face of Fear","description":"3rd-Level Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can—if it has the mentality and capability to do so—laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell’s duration expires.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Laugh In The Face Of Fear","description":"You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can—if it has the mentality and capability to do so—laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell's duration expires.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lava Stone","description":"When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lava Stone","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, M (a sling stone) Duration: Instantaneous When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lay to Rest","description":"A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in a space it formerly occupied.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Expansion":5494,"Components":"V S M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Lay to Rest","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Evocation","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lay to Rest","description":"A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in a space it formerly occupied.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Lay to Rest","description":"5th-Level Evocation Casting Time: 1 action Range: Self (15-foot-radius sphere) Components: V, S, M (a pinch of grave dirt) Duration: Instantaneous A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 Hit Points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Leaden Wings","description":"1st-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a wing claw from a gargoyle) Duration: concentration, up to 1 minute You hinder the wings of a creature you can see within range that has a flying speed. The target must succeed on a constitution saving throw or its flying speed can’t be higher than 30 feet for the duration. In addition, if the target flies on its turn, it must end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Legend Killer","description":"You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target creature must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell's duration. A creature can't use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature repeats the saving throw at the end of its turn, regaining 1 legendary action on a success. It continues repeating the saving throw until the spell ends or it regains all its legendary actions.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Divination (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Legend Killer","description":"You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Divination (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Legend Killer","description":"7th-Level Divination Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes) Duration: Concentration, up to 1 minute You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Legend Lore","description":"5th-Level Divination Casting Time : 10 minutes Rang e: 60 feet Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) Duration : Instantaneous N⁠ame or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may a⁠waken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”","properties":{"Category":"Spells","Name":"Legend Lore","Level":5,"School":"Divination","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Legend Lore","description":"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.","properties":{"Category":"Spells","Name":"Legend Lore","Level":5,"Range":"Self","School":"Divination","Target":"See text","Classes":"Bard, Cleric, Wizard","Duration":"Instantaneous","Material":"Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.<br />The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Legend Lore","description":"Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM. If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.","properties":{"Category":"Spells","School":"Divination","Name":"Legend Lore","Level":5,"Casting Time":"10 minutes","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Legend Lore","description":"Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM. If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Legend Lore\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Legend Lore\\\",\\\"description\\\":\\\"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\\\\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\\\\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Legend Lore","data-description":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\nThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\nIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","Level":5,"Casting Time":"10 minutes","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each","data-CastNum":5,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Legendary Libation","description":"Conjuration cantrip Casting Time: 1 bonus action Range: Self Components: V, M (a container, such as a mug, tankard, or flask, which is filled with liquid that is purified by the spell) Duration: Instantaneous You speak a word of power and your container fills with a drink of your choosing, which can be imbibed as an action. The drink is delicious and satisfies the drinker’s thirst for the next 24 hours. Furthermore, for one hour after consuming this libation, the drinker has advantage on saving throws it makes to avoid or end the frightened condition on itself. If the drink is not consumed within one hour of being conjured, it loses its magic and turns into mundane, flavorless water. A creature can’t benefit from more than one legendary libation in any given 24-hour period.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":26275,"Components":"V, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Legion","description":"You call down a legion of shadowy soldiers in a 10-foot cube. They are conjured from the Shadow Realm, and their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube, within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell modifier; if it hits, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (Shadow)","Components":"V S M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Legion","description":"You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Legion","description":"3rd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a toy soldier) Duration: concentration, up to 1 minute You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Legion of Rabid Squirrels","description":"While in a forest, you call a legion of rabid squirrels from the nearby trees on a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures, but otherwise takes no actions. If you command it to move further than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets that are not the legion of rabid squirrels while the swarm is within 60 feet of the canid. When the spell ends, the squirrels disperse back into the forest. The GM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Legion of Rabid Squirrels","description":"","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Legion of Rabid Squirrels","description":"3rd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an acorn or nut) Duration: Concentration, up to 1 minute While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing Speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Leiloch's Arduous Shuffle","description":"All creatures in a 20-foot-radius sphere centered on you that have fewer hit points than you when you cast the spell are compelled to dance a swaying, side-to-side shuffle-step. Any creature that can't be charmed is immune to the effects of this spell. An affected creature has its movement halved, cannot use reactions, and can make only one weapon or spell attack on its turn. At the beginning of its turn, a creature in the area can choose to take 1d4 levels of exhaustion to end the effect of this spell on itself. A creature that has gained levels of exhaustion from this spell can remove all of them upon finishing a short rest.","properties":{"Category":"Spells","Level":7,"School":"enchantment (fey)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Leiloch's Arduous Shuffle","description":"7th-level enchantment Casting time: 1 action Range: self (20-foot radius) Components: v, m (a gray ribbon) Duration: concentration, up to 1 minute All creatures in a 20-foot-radius sphere centered on you that have fewer hit points than you when you cast the spell are compelled to dance a swaying, side-to-side shuffle-step. Any creature that can’t be charmed is immune to the effects of this spell. An affected creature has its movement halved, cannot use reactions, and can make only one weapon or spell attack on its turn. At the beginning of its turn, a creature in the area can choose to take 1d4 levels of exhaustion to end the effect of this spell on itself. A creature that has gained levels of exhaustion from this spell can remove all of them upon finishing a short rest.","properties":{"Category":"Spells","Level":7,"School":"enchantment","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Leiloch's Interminable Yarn","description":"You tell a meandering story that is so full of asides and digressions that the point of it is lost on listeners. Any creature that is deafened or can't be charmed is immune to the effects of this spell. Creatures of your choice in a 20-foot-radius sphere centered on you are compelled to stop what they are doing and listen to your story. While they are enraptured by your words, they automatically fail Intelligence (Investigation) and Wisdom (Insight and Perception) checks, and their passive scores in those skills are considered to be 0 for the duration. A creature can choose to pull away from your performance but must succeed on a Wisdom saving throw or fall unconscious for 1 minute. This spell ends if you are incapacitated or can no longer speak.","properties":{"Category":"Spells","Level":5,"School":"enchantment (fey)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Leiloch's Interminable Yarn","description":"5th-level enchantment Casting time: 1 action Range: self (20-foot radius) Components: v, m (a scroll, containing a prepared speech) Duration: concentration, up to 10 minutes You tell a meandering story that is so full of asides and digressions that the point of it is lost on listeners. Any creature that is deafened or can’t be charmed is immune to the effects of this spell. Creatures of your choice in a 20-foot-radius sphere centered on you are compelled to stop what they are doing and listen to your story. While they are enraptured by your words, they automatically fail intelligence (investigation) and wisdom (insight and perception) checks, and their passive scores in those skills are considered to be 0 for the duration. A creature can choose to pull away from your performance but must succeed on a wisdom saving throw or fall unconscious for 1 minute. This spell ends if you are incapacitated or can no longer speak.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Leiloch's Irritating Kazoo","description":"You play a long, droning note on a kazoo. All creatures within 10 feet of you and that can hear you must make a Constitution saving throw. On a failure, a creature takes 1d6 thunder damage at the beginning of each of your turns and cannot cast spells with verbal components for the duration. On a success, a creature takes 1d6 thunder damage and cannot cast spells with verbal components until the end of its next turn. A creature that fails the initial saving throw can make a new saving throw at the end of each of its turns to end the effect.","properties":{"Category":"Spells","Level":2,"School":"enchantment (fey)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Leiloch's Irritating Kazoo","description":"2nd-level enchantment Casting time: 1 action Range: self Components: v, m (a wooden kazoo) Duration: concentration, up to 1 minute You play a long, droning note on a kazoo. All creatures within 10 feet of you and that can hear you must make a constitution saving throw. On a failure, a creature takes 1d6 thunder damage at the beginning of each of your turns and cannot cast spells with verbal components for the duration. On a success, a creature takes 1d6 thunder damage and cannot cast spells with verbal components until the end of its next turn. A creature that fails the initial saving throw can make a new saving throw at the end of each of its turns to end the effect.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"enchantment","Components":"V, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Leomund's Secret Chest","description":"4th-Level Conjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a n exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration : Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.","properties":{"Category":"Spells","Name":"Leomund's Secret Chest","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Leomund's Secret Chest","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP) Duration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.","properties":{"Category":"Spells","School":"Conjuration","Name":"Leomund's Secret Chest","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Leomund's Secret Chest","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP) Duration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Leomund's Secret Chest\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Leomund's Secret Chest\\\",\\\"description\\\":\\\"You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\\\\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\\\\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP\\\"}}\"},{\"name\":\"Leomund's Secret Chest Action\",\"parent\":\"Leomund's Secret Chest\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Send or Recall Leomund's Secret Chest\\\",\\\"description\\\":\\\"While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Leomund's Secret Chest","data-description":"You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\nWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\nAfter 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.","Level":4,"Casting Time":"Action","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP","data-CastNum":2,"data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leomund's Tiny Hut","description":"3rd-Level Evocation (ritual) Casting Time : 1 minute Rang e: Self (10-foot radius hemisphere) Components: V, S, M (a small crystal bead) Duration : 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can comm⁠and the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.","properties":{"Category":"Spells","Name":"Leomund's Tiny Hut","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Leomund's Tiny Hut","description":"Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again.","properties":{"Category":"Spells","School":"Evocation","Name":"Leomund's Tiny Hut","Level":3,"Casting Time":"1 minute or Ritual","Components":"V S M","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Leomund's Tiny Hut","description":"Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Leomund's Tiny Hut\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Leomund's Tiny Hut\\\",\\\"description\\\":\\\"A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\\\\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\\\\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\\\\nThe spell ends early if you leave the Emanation or if you cast it again.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a crystal bead\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"10 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Leomund's Tiny Hut","data-description":"A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\nCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\nThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\nThe spell ends early if you leave the Emanation or if you cast it again.","Level":3,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"8 hours","Range":"Self","Components":"V S M","Material":"a crystal bead","data-DurationNum":12,"data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Less Fool, I","description":"A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Lesser Amplify Coast","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding coast (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster can choose up to eight creatures, including themself, who ignore the effects of the spell. Alternatively, the caster can designate a passphrase that must be known or a symbol that must be worn. Harmful effects of the spell do not affect native creatures unless their Intelligence score is greater than 3. Large, rogue waves break hostile ships on the rocks. A ship bearing a protected creature is protected itself from the waves and can find it's way safely to harbor. The captain of any ship entering the area without such protection must make a Wisdom (Nature) or Wisdom (Perception) check against the DC of this spell or have their ship be destroyed, dumping its passengers and cargo into the sea. Once a ship has been destroyed, the ocean neither helps nor hinders shipwrecked creatures any more than it would naturally.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Amplify Desert","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding desert (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster may choose up to eight creatures, including themself, who may ignore the effects of the spell. Alternatively, the caster can designate a passphrase that must be known or a symbol that must be worn. Harmful effects of this spell do not affect native creatures unless their Intelligence score is greater than 3. The terrain within the radius becomes exceptionally hot and dry, and wind swiftly whisks away what little water exists in the area. Creatures passing through the area must make a Constitution saving throw every half-hour against dehydration or gain a level of exhaustion. This saving throw is made at disadvantage unless the creature is drinking twice as much water as it normally requires.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Amplify Forest","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding forest (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster can choose up to eight creatures, including themself, who ignore the effects of the spell. Alternatively, the caster may designate a passphrase that must be known or a symbol that must be worn. Harmful effects of this spell do not affect native creatures unless their Intelligence score is greater than 3. The trees of the forest begin to overproduce pollen, clouding the air. When a creature enters the forest, and again every hour of travel thereafter, it must make a Constitution saving throw. On a failed save, the DC for Concentration checks made by the creature while in the forest are increased by 5 and creatures in the area have disadvantage on Stealth checks due to constant coughing and sneezing. This effect lasts until the creature leaves the forest. A strong wind can clear the air of pollen, and if sustained for at least 30 minutes the effect of the pollen subsides as though affected creatures had left the forest until the wind dies down.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Amplify Mountain","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding mountain (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster may choose up to eight creatures, including themself, who may ignore the effects of the spell. Alternatively, the caster can designate a passphrase that must be known or a symbol that must be worn. Harmful effects of the spell do not affect native creatures unless their Intelligence score is greater than 3. The mountainous terrain is permanently shrouded in a blizzard, and the thin air grows even thinner. Unprotected creatures entering the area must immediately make a Constitution saving throw or gain a level of exhaustion. This level of exhaustion cannot be removed until the creature finishes a long rest outside of the area. Ability checks made within the area to climb surfaces or to notice things at a distance greater than 15 feet have their DCs increased by 10. Ranged spell attack rolls are made with disadvantage at a range of more than 20 feet, and ranged weapons have their short range reduced to 10 feet (or less if their short range is normally shorter than 10 feet) and their long range reduced to a distance equal to their normal short range.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Amplify Swamp","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding swamp (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster may choose up to eight creatures, including themself, who may ignore the effects of the spell. Alternatively, the caster may designate a passphrase that must be known or a symbol that must be worn. Harmful effects of the spell do not affect native creatures unless their Intelligence score is greater than 3. The temperature and humidity of the swamp is amplified, creating an oppressive atmosphere for creatures not protected from this spell. The mud sticks to their feet, reducing their speed by half. Additionally, the swamp rearranges itself at random, causing travelers to easily become lost. Constant clouds and fog prevent normal methods of determining direction, and even compasses become confused. Will O’ the Wisps readily inhabit the area. For every 30 minutes of travel, a group’s leader must make a Wisdom (Survival) check against the DC of the spell. On a failed check, the group finds themselves having made no progress.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"2 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Amplify Volcano","description":"5th-level lair magic (transmutation) Casting Time: 2 weeks (14 days) Radius: 2 miles Components: V, S, M (A rare material or materials found within the local environment worth at least 5000 gold pieces, which the spell consumes) Duration: 1 year This spell amplifies the naturally dangerous effects of the surrounding terrain (or other similar environment), making it difficult for all who travel within it. When this spell is cast, the caster may choose up to eight creatures, including themself, who may ignore the effects of the spell. Alternatively, the caster may designate a passphrase that must be known or a symbol that must be worn. Harmful effects of the spell do not affect native creatures unless their Intelligence score is greater than 3. The volcano undergoes a steady, slow eruption for the duration of the spell. The area becomes difficult to pass, with lava flows cutting off roads, and ash in the air reducing visibility to a few dozen feet. Creatures chosen to be protected from this spell can see normally, but are still harmed by the lava. Creatures passing through the area must make a Constitution saving throw after the first half-hour and then again every 6 hours after that in which they are exposed to the air. On each failed saving throw, their lungs begin to clog with ash, reducing their movement speed by 5 feet (to a minimum of 5), and giving them a -1 penalty on initiative checks (max -5) until they finish a long rest outside of the area. Creatures that fail their saving throw by 5 or more are sickened until they succeed on a saving throw or finish a long rest outside of the area.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Charm","description":"You attempt to charm a humanoid you can see within range. The targeted creature makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by you until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until it performs a minor favor for you. The charmed creature regards you as a friendly acquaintance or distant kin. It is willing to reveal a secret, open a door, lift an object, share food or water, or perform another favor on a similar level. It won’t fight on your behalf, defend you in combat, put its life or property at risk, or threaten or harm someone else it considers a friend. When the spell ends, the creature knows it was charmed by you.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lesser Charm","description":"Enchantment cantrip Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 minute You attempt to charm a humanoid you can see within range. The targeted creature makes a wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by you until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until it performs a minor favor for you. The charmed creature regards you as a friendly acquaintance or distant kin. It is willing to reveal a secret, open a door, lift an object, share food or water, or perform another favor on a similar level. It won’t fight on your behalf, defend you in combat, put its life or property at risk, or threaten or harm someone else it considers a friend. When the spell ends, the creature knows it was charmed by you.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lesser Ley Protection","description":"You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can’t extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.","properties":{"Category":"Spells","Level":5,"School":"abjuration (forest-bound)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Lesser Ley Pulse","description":"You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell. At Higher Levels. When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation (Ley Line)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Lesser Maze","description":"This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (labyrinth)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lesser Maze","description":"3rd-level conjuration Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful intelligence saving throw. In addition, the maze is easier to navigate, requiring only a dc 12 intelligence check to escape.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lesser Medic’s Grace","description":"1st-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a stalk of ghost pipe flowers, and any of a pinch of herbs, a drop of a tonic or tincture, or other minor medicine) Duration: Concentration, up to 1 minute For the duration of the spell, the one creature within range ignores the effects of a single Injury chosen by the target when the spell is cast, although the Injury is not healed. When the spell ends, if the creature ignored an Injury of Deadly IIII or higher severity, the creature suffers a level of exhaustion.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":28072,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Restoration","description":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded , deafened , paralyzed , or poisoned .","properties":{"Category":"Spells","Name":"Lesser Restoration","Level":2,"Range":"Touch","School":"Abjuration","Target":"A creature","Classes":"Artificer, Bard, Cleric, Druid, Paladin, Ranger","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lesser Restoration","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.","properties":{"Category":"Spells","Name":"Lesser Restoration","Level":2,"School":"Abjuration","Components":"V S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lesser Restoration","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.","properties":{"Category":"Spells","Name":"Lesser Restoration","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lesser Restoration","description":"2nd-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Lesser Restoration","description":"Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded , Deafened , Paralyzed , or Poisoned .","properties":{"Category":"Spells","School":"Abjuration","Name":"Lesser Restoration","Level":2,"Casting Time":"Bonus Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lesser Restoration","description":"Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Remove Condition","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Lesser Restoration\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Lesser Restoration\\\",\\\"description\\\":\\\"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Lesser Restoration Bonus Action\",\"parent\":\"Lesser Restoration\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Lesser Restoration\\\",\\\"description\\\":\\\"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Lesser Restoration","data-description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","Level":2,"Casting Time":"Bonus Action","Duration":"Instantaneous","Range":"Touch","Components":"V S","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Levitate","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration : Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","Name":"Levitate","Level":2,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Levitate","description":"One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing . You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","Name":"Levitate","Level":2,"Range":"60 feet","School":"Transmutation","Target":"One creature or object of your choice that you can see within range","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 10 minutes","Material":"Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.<br />The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.<br />When the spell ends, the target floats gently to the ground if it is still aloft.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Levitate","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration : Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","Name":"Levitate","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Levitate","description":"One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. You can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the talent’s range. When the effect ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Levitate","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","School":"Transmutation","Name":"Levitate","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Levitate","description":"Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Levitate\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Levitate\\\",\\\"description\\\":\\\"One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. 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The spell can levitate an object that weighs up to 500 pounds.\\\"}\"},{\"name\":\"Levitate Attack\",\"parent\":\"Levitate\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Levitate - Unwilling Target\\\",\\\"range\\\":\\\"60 ft\\\",\\\"description\\\":\\\"An unwilling creature that succeeds on a Constitution saving throw is unaffected.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Target is levitated.\\\",\\\"onSucceed\\\":\\\"No effect.\\\"}}\"},{\"name\":\"Levitate Action\",\"parent\":\"Levitate Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Levitate - Move Target\\\",\\\"description\\\":\\\"You can take a Magic action to move the target, which must remain within the spell's range.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Levitate","data-description":"One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\nThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\nWhen the spell ends, the target floats gently to the ground if it is still aloft.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S M","Material":"a metal spring","data-CastNum":2,"data-RangeNum":60,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ley Chain","description":"2nd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute You create tendrils of ley energy that burst from the ground and wrap around a large or smaller creature you can see within range. The target must succeed on a dexterity saving throw or be restrained by the ley energy. At the end of each of its turns, the target can make a strength saving throw. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ley Disruption","description":"You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect. Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (Ley Line)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"50 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Disturbance","description":"While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don’t know its exact location. This doesn’t allow you to locate the ley lines themselves, just any use or modification of them.","properties":{"Category":"Spells","Level":3,"School":"divination (forest-bound)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ley Energy Bolt","description":"You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (Ley Line)","Components":"S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Leech","description":"You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy (Ley Line)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Sense","description":"You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.","properties":{"Category":"Spells","Level":3,"School":"Divination (Ley Line)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Storm","description":"A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is deafened for 5 minutes; a successful Constitution saving throw negates both effects. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. Round 2. Ley-infused pebbles rain from the cloud, causing 1d6 bludgeoning damage to everything beneath it (no saving throw). Round 3. Up to six bolts of ley energy leap from the cloud to strike creatures or objects of your choice beneath the cloud. No creature or object can be struck by more than one bolt. A creature struck takes 8d8 force damage, or half damage with a successful Dexterity saving throw. Round 4. A burst of prismatic light fills a 20-foot sphere centered on a point beneath the cloud. All creatures in the sphere are affected as if targeted by a disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Conjuration (Ley Line)","Components":"V S","Damage Type":"Thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Surge","description":"You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Evocation (Ley Line)","Components":"V S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ley Whip","description":"You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn’t interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.","properties":{"Category":"Spells","Save":"Strength","Level":6,"School":"Evocation (Ley Line)","Components":"V S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Liar's Gift","description":"Liar’s gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you’re saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Liar's Gift","description":"1st-Level Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Liar’s gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you’re saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Life Burst","description":"You make a jubilant shout when you cast this spell, releasing your stores of divine energy in a wave of healing. You distribute the remaining power of your Lay on Hands to allies within 30 feet of you, restoring hit points and curing diseases and poisons. This healing energy removes diseases and poisons first (starting with the nearest ally), removing 5 hit points from the hit point total for each disease or poison cured, until all the points are spent or all diseases and poisons are cured. If any hit points remain, you regain hit points equal to that amount. This spell expends all of the healing energy in your Lay on Hands, which replenishes, as normal, when you finish a long rest.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V","Casting Time":"1 reaction, which you take when you are reduced to 0 hit points","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Life Drain","description":"With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Evocation (void)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Life Drain","description":"With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you rolled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"constitution","Level":6,"School":"void","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Life from Death","description":"The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can’t heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":5494,"Components":"V S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Life from Death","description":"Your touch can siphon energy from undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of the ally’s hit point maximum. This effect can’t heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Life from Death","description":"","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Life from Death","description":"3rd-Level Necromancy Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains Hit Points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can’t heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Life Hack","description":"Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed. A creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.","properties":{"Category":"Spells","Level":8,"School":"Necromancy (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Life Hack","description":"8th-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a ruby worth 500 gp, which is consumed during the casting) Duration: 1 hour Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary Hit Points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary Hit Points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit Points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed. A creature can’t draw temporary Hit Points from the pool while it has temporary Hit Points from any source, including a previous casting of this spell.","properties":{"Category":"Spells","Level":8,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Life Sense","description":"For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Life Sense","description":"For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"divination","Expansion":5494,"Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Life Sense","description":"3rd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a clear piece of quartz) Duration: Concentration, up to 10 minutes For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Life Siphon","description":"Tendrils of necromantic energy spiral off you and leach the life force from nearby creatures. Choose up to six living creatures within a 120-foot-radius sphere centered on you. Each target must succeed on a Constitution saving throw or take 8d6 necrotic damage. For each creature that takes damage, you regain hit points equal to the amount of necrotic damage dealt to that creature.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"necromancy","Expansion":25357,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Life Transference","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Expansion":6,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Life Transference Arrow","description":"You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails. The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points. You take 2d6 necrotic damage, and the target heals the same amount of hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Life Transference Arrow","description":"1st-Level Necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails. The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points. You take 2d6 necrotic damage, and the target heals the same amount of hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and Hit Points healed increase by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lifetrap","description":"1st-level transmutation Can be cast by druids and rangers Casting Time : 1 action Range : 150 feet Compon ents: V, S Duration: Concentration, up to 1 minute This spell causes the plants in the area of effect to rise up and entangle a single creature within range. At the end of the spell’s duration, the plants release their life force into the creature; if the target is undead, this energy can shatter the bond between spirit and flesh. The target must succeed on a Strength saving throw or be restrained until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. You can end the spell as a bonus action. When you end the spell, if the target is undead and is still restrained, it suffers 1d12 radiant damage for each turn it remained restrained. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may affect one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"transmutation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Lift Up","description":"You cause one prone creature within range to stand up.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Light","description":"Evocation Cantrip Casting Time : 1 action Rang e: Touch Components: V, M (a firefly or phosphorescent moss) Duration : 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","properties":{"Category":"Spells","Name":"Light","Level":0,"School":"Evocation","Expansion":5,"Components":"V M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Light","description":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","properties":{"Category":"Spells","Name":"Light","Level":0,"Range":"Touch","School":"Evocation","Target":"One object that is no larger than 10 feet in any dimension","Classes":"Artificer, Bard, Cleric, Sorcerer, Wizard","Duration":"1 hour","Material":"A firefly or phosphorescent moss","data-List":"false","Components":"V M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.<br />If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light","description":"Evocation Cantrip Casting Time : 1 action Rang e: Touch Components: V, M (a firefly or phosphorescent moss) Duration : 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","properties":{"Category":"Spells","Name":"Light","Level":0,"School":"Evocation","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Light","description":"Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Light","description":"Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.","properties":{"Category":"Spells","School":"Evocation","Name":"Light","Level":0,"Casting Time":"Action","Components":"V M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Light","description":"Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Cleric, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Light\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Light\\\",\\\"description\\\":\\\"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\\\\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a firefly or phosphorescent moss\\\"}}\"}]","filter-Components":"Verbal, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Light","data-description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\nCovering the object with something opaque blocks the light. The spell ends if you cast it again.","Level":0,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V M","Material":"a firefly or phosphorescent moss","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Beam","description":"You gather a swirl of molecular energy and fire it in the form of an energy beam 30 feet long and 5 feet wide. Any creature within the line of fire must make a Dexterity saving throw. On a failed save, a creature takes 3d8 radiant damage or half as much on a successful one. At Higher Ranks. When you use this power at rank 3 or higher, the damage increases by 1d8 for each rank above 2.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Alteration","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Light of DexMya","description":"A sphere of intense light bursts from your body, extending to a 10-foot radius. Each creature the sphere touches must succeed on a Constitution saving throw or be blinded. Any blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures sensitive to bright light have disadvantage on saving throws against this spell. ","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"S, M","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Light of Knowledge","description":"You and all other subjects in range gather together in a circle and meld minds, pooling your collective memories in a matrix that exchanges information at the speed of light. You may make a number of Intelligence, Wisdom or Charisma-checks equal to the total number of subjects (minimum 2). You automatically benefit from the help action on these checks and are proficient in any skills a participant is proficient in. You also use the highest Intelligence, Wisdom and Charisma modifier of the participants for these checks. There lies danger in this melding of minds—for each check you fail, you take 4d6 psychic damage, as your mind has trouble reconciling the massive influx of information and redistributing it among the participants. Colliatur are uniquely suited for this type of information sharing—for each colliatur participating in this ritual beyond the first, reduce the psychic damage incurred on a failure by 1d6.","properties":{"Category":"Spells","Level":6,"School":"divination (ritual)","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Lightless Torch","description":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with darkvision inside the radius sees the area as if it were filled with bright light. The miasma doesn’t shed light, and a creature with darkvision inside the radius can still see outside the radius as normal. A creature with darkvision outside the radius or a creature without darkvision sees only that the object is surrounded by wisps of shadow. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn’t shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Lightning Arrow","description":"3rd-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attac⁠k roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of a⁠mmunition or weapon then returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Lightning Arrow","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lightning Arrow","description":"Level 3 Transmutation (Ranger) Casting Time: Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon Range: Self Components: V, S Duration: Instantaneous As your attack hits or misses the target , the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw , taking 2d8 Lightning damage on a failed save or half as much damage on a successful one. The weapon or ammunition then returns to its normal form. Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Transmutation","Name":"Lightning Arrow","Level":3,"Casting Time":"Bonus Action","Components":"V S","Damage Type":"Lightning","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lightning Ball","description":"You hurl a ball of electrical energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 lightning damage. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Elemental","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Lightning Bolt","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self (100-foot line) Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration : Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Lightning Bolt","Save":"Dexterity","Level":3,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lightning Bolt","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self (100-foot line) Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration : Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Lightning Bolt","Save":"Dexterity","Level":3,"School":"Evocation","Components":"V S M","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lightning Bolt","description":"A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.","properties":{"Category":"Spells","Name":"Lightning Bolt","Level":3,"Range":"Self (100-foot line)","School":"Evocation","Target":"Self (100-foot line)","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","Material":"A bit of fur and a rod of amber, crystal, or glass","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-2,"data-DurationNum":0,"data-description":"A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lightning Bolt","description":"Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw , taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Evocation","Name":"Lightning Bolt","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Lightning","data-RangeAoe":"Self (100 ft long ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lightning Bolt","description":"Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Lightning Damage, Inflict Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Lightning Bolt\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Lightning Bolt\\\",\\\"description\\\":\\\"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of fur and a crystal rod\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Line\\\",\\\"size\\\":\\\"100 foot long\\\"}}\"},{\"name\":\"Lightning Bolt Attack\",\"parent\":\"Lightning Bolt\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Lightning Bolt\\\",\\\"description\\\":\\\"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 8d6 Lightning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Line\\\",\\\"size\\\":\\\"100 foot long\\\"}}\"},{\"name\":\"Lightning Bolt Damage\",\"parent\":\"Lightning Bolt Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Lightning\\\",\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Lightning Bolt Damage Upcast\",\"parent\":\"Lightning Bolt Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Lightning Bolt","data-description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"a bit of fur and a crystal rod","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","data-CastNum":2,"data-DurationNum":0,"Save":"Dexterity","Damage":"8d6","Damage Type":"Lightning","data-RangeAoe":"Self (100 ft long ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lightning Charged","description":"Lightning Charged 2nd-level evocation (druid, ranger, sorcerer, wizard) Casting Time: 1 action Range: Touch Components: V, S, M (a piece of metal once used in a lightning rod) Duration: 10 minutes You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures. Every time that creature strikes another creature with a melee attack or a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 lightning damage to that creature. Once this spell has discharged 6 times (dealing up to 6d6 total damage), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell can discharge damage 2 additional times (dealing up to 2d6 more total damage) before the spell ends for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Expansion":27461,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lightning Helix","description":"You cause a pair of lightning bolts to fly at a target creature within range, creating a feedback loop that causes the target damage that heals you. Choose one creature that you can see within range to make a Dexterity saving throw. The target takes 4d6 lightning damage on a failed saving throw and half as much on a successful one. You regain hit points equal to half the damage dealt to the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Lightning Lure","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (15-foot radius) Components: V Duration : Instantaneous You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"Evocation","Expansion":6286,"Components":"V","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Lightning Lure","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (15-foot radius) Components: V Duration : Instantaneous You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"evocation","Expansion":8257,"Components":"V","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Lightning Ring","description":"You create a ring of electricity on the ground in a 20-foot radius, centered on a point within range. The ring rises up from the floor to a distance up to 40 feet. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 5 or higher, the damage increases by 1d8 for each rank above 4.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Elemental","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Lightning Rod","description":"2nd-level evocation Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a metal weapon) Duration: instantaneous You thrust your weapon into the air and call down a bolt of lightning into it. The lightning flows through you and out into those nearby. You take 1d6 lightning damage, and each creature within 10 feet of you must make a dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one. If a creature’s saving throw fails by 5 or more, it is also knocked prone. If you cast this spell during a lightning storm, all the damage is doubled, including the damage to yourself. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to yourself increases by 1d6 and the damage to others increases by 1d12 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lightning Strike","description":"You cause a lance of lightning to appear and strike a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Lightning Surge","description":"Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, S, M (two bits of copper wire) Duration: Instantaneous You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lightning Wave","description":"2nd-level evocation Casting Time: 1 action Range: Self (20-foot cone) Components: V, S Duration: Instantaneous Class: Bard, Druid, Sorcerer, Warlock, Wizard A wave of sheet lightning sweeps out before you. Each creature in a 20-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and can’t take reactions until the start of its next turn. On a successful save, the creature takes half as much damage and can take reactions as normal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Expansion":26720,"Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ▽)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lightning Whip","description":"A streak of electricity lashes out from your hand toward a creature within range. Make a ranged channeling attack against a creature within range. On a hit, the target takes 1d10 lightning damage and the whip latches onto the target. On each of your turns for the duration, you can use your action to deal 1d10 lightning damage to the target automatically. On their turn, the target may free themselves by spending an action and succeeding on a Constitution saving throw. The effect ends if you use your action to do anything else. The effect also ends if the target is ever outside the power’s range or if it has total cover from you. At Higher Ranks. When you use this power at rank 2 or higher, the initial damage increases by 1d10 for each rank above 1.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Elemental","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Liquefy","description":"3rd-Order Metamorphosis Power Manifestation Time: 1 reaction, which you take when hit with an attack by a creature within 5 feet of you Ran ge: 5 feet Duratio n: 1 round Creatures: Ithu’rath You psionically barrage your attacker with transformative energy. The attacker must succeed on a Constitution saving throw or be pushed 5 feet away from you and restrained until the end of their next turn, as their lower body temp­orarily melts into an immovable goo.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Metamorphosis","Casting Time":"1 reaction, which you take when hit with an attack by a creature within 5 feet of you","data-RangeAoe":"5 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Liquefy","description":"Liquefy 3rd-Order Metamorphosis Power Manifestation Time: 1 reaction, which you take when hit with an attack by a creature within 5 feet of you Ran ge: 5 feet Duratio n: 1 round Creatures: Ithu’rath You psionically barrage your attacker with transformative energy. The attacker must succeed on a Constitution saving throw or be pushed 5 feet away from you and restrained until the end of their next turn, as their lower body temp­orarily melts into an immovable goo.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Metamorphosis","Casting Time":"1 reaction, which you take when hit with an attack by a creature within 5 feet of you","data-RangeAoe":"5 ft."},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Litany of Sure Hands","description":"This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Litany of Sure Hands","description":"1st-Level Divination Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 minute This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM’s ruling. The target also ignores the loading property of weapons.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Litany Of Sure Hands","description":"1st-level divination (paladin) Casting Time : 1 bonus action Range : 30 feet Components : V, S Duration : 1 minute This litany allows the recipient to perform clumsy tasks with speed and alacrity. The target of the litany ignores the loading property of weapons and can drink a potion as a bonus action for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Litany Of Sure Hands","description":"This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Living Candle","description":"Living Candle 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (some wax) Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard You point at a creature you can see within range, causing a swirl of molten wax to surround the creature and gathering hair, clothes, and debris into a wick atop its head. The creature must make a Strength saving throw . On a failure, it takes 5d8 fire damage as it becomes restrained and encased within the wax until the spell ends, its wick lighting with righteous fire which sheds bright light for 30 feet and dim light for an additional 30 feet . On a success, the creature takes half as much damage and isn’t restrained. At the end of each of its turns, a restrained creature takes 2d8 fire damage. The restrained creature, or a creature within 5 feet of it, can use its action to make a Strength check against your spell save DC, freeing the restrained creature and ending the spell on a success. At Higher Levels. When you cast this spell using a slot level of 4th level or higher, the initial and ongoing damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Living Candle","description":"4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (some wax) Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard You point at a creature you can see within range, causing a swirl of molten wax to surround the creature and gathering hair, clothes, and debris into a wick atop its head. The creature must make a Strength saving throw . On a failure, it takes 5d8 fire damage as it becomes restrained and encased within the wax until the spell ends, its wick lighting with hungry flames. On a success, the creature takes half as much damage and isn’t restrained. At the end of each of its turns, a restrained creature takes 2d8 fire damage. The restrained creature, or a creature within 5 feet of it, can use its action to make a Strength check against your spell save DC , freeing the restrained creature and ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and ongoing damage increase by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Living Shadows","description":"You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Living Shadows","description":"You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.","properties":{"Category":"Spells","Level":5,"School":"void","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Loading Arm","description":"You forge a cybernetic attachment over the limb of a willing creature. For the duration, the target has advantage to Strength (Athletics) checks made to move, lift, or carry objects and does so as if they were one category size larger.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Locate Animals or Plants","description":"Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","properties":{"Category":"Spells","Name":"Locate Animals or Plants","Level":2,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Bard, Druid, Ranger","Duration":"Instantaneous","Material":"A bit of fur from a bloodhound","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Locate Animals or Plants","description":"2nd-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S, M (a bit of fur from a bloodhound) Duration : Instantaneous Describe or name a specific kind of beast or plant. Concentrating on the voice of n⁠ature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","properties":{"Category":"Spells","Name":"Locate Animals or Plants","Level":2,"School":"Divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Locate Animals or Plants","description":"Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast , Plant creature , or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","properties":{"Category":"Spells","School":"Divination","Name":"Locate Animals or Plants","Level":2,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Locate Animals or Plants","description":"Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Locate Animals or Plants\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Locate Animals or Plants\\\",\\\"description\\\":\\\"Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"fur from a bloodhound\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Locate Animals or Plants","data-description":"Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","Level":2,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"Self","Components":"V S M","Material":"fur from a bloodhound","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Locate Creature","description":"Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.","properties":{"Category":"Spells","Name":"Locate Creature","Level":4,"Range":"Self","School":"Divination","Target":"Self","Classes":"Bard, Cleric, Druid, Paladin, Ranger, Wizard","Duration":"Up to 1 hour","Material":"A bit of fur from a bloodhound","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":8,"data-description":"Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br />The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.<br />This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Locate Creature","description":"4th-Level Divination Casting Time : 1 action Rang e: Self Components: V, S, M (a bit of fur from a bloodhound) Duration : Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.","properties":{"Category":"Spells","Name":"Locate Creature","Level":4,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Locate Creature","description":"Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature . This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature .","properties":{"Category":"Spells","School":"Divination","Name":"Locate Creature","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Locate Creature","description":"Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Locate Creature\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Locate Creature\\\",\\\"description\\\":\\\"Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\\\\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\\\\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"fur from a bloodhound\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Locate Creature","data-description":"Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S M","Material":"fur from a bloodhound","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Locate Object","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.","properties":{"Category":"Spells","Name":"Locate Object","Level":2,"Range":"Self","School":"Divination","Target":"Self","Classes":"Bard, Cleric, Druid, Paladin, Ranger, Wizard","Duration":"Up to 10 minutes","Material":"A forked twig","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br />The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br />This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Locate Object","description":"2nd-Level Divination Casting Time : 1 action Rang e: Self Components: V, S, M (a forked twig) Duration : Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.","properties":{"Category":"Spells","Name":"Locate Object","Level":2,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Locate Object","description":"Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object .","properties":{"Category":"Spells","School":"Divination","Name":"Locate Object","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Locate Object","description":"Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Locate Object\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Locate Object\\\",\\\"description\\\":\\\"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\\\\nThe spell can locate a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\\\\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a forked twig\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Locate Object","data-description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S M","Material":"a forked twig","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Locate Red Portal","description":"For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature—whichever is most relevant) check to determine to where and when the portal leads.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Lock Armor","description":"You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A grease spell dispels lock armor on everything in its area of effect. At Higher Levels. When casting this spell using a 3rd level slot or higher, you may target 1 additional creature or item per level.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Lock Armor","description":"You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Looping Trail","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lock Armor","description":"2nd-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of rust and metal shavings) Duration: Concentration, up to 1 minute You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lock Breaker","description":"Choose an object that you can see within range. The object can be a door, a container, restraints, a digital keypad, a mag lock, or another object that contains a mundane or electronic lock or code, or is affected by an esper power that prevents access. A target that is held shut by a mundane lock, electronic code, or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks or electronic security measures, only one of them is unlocked. If you choose a target that is held shut with magnetic seal , that power is suppressed for 10 minutes, during which time the target can be opened and closed normally. When you use this power, any security sensors, control panels, or triggers that track the state of the object will read it as having been unlocked or opened.","properties":{"Category":"Spells","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Loki's Gift","description":"Loki’s gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.","properties":{"Category":"Spells","Level":1,"School":"Enchantment (Rune)","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Long Game","description":"While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target’s mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM’s discretion. Once before the spell ends, you can use an action to trigger the magical effect in the target’s mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect. A greater restoration or wish spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.","properties":{"Category":"Spells","Level":7,"School":"enchantment","Components":"V","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Longstrider","description":"You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Longstrider","Level":1,"Range":"Touch","School":"Transmutation","Target":"A creature","Classes":"Artificer, Bard, Druid, Ranger, Wizard","Duration":"1 hour","Material":"A pinch of dirt","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch a creature. The target’s speed increases by 10 feet until the spell ends.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longstrider","description":"1st-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a pinch of dirt) Duration : 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Longstrider","Level":1,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Longstrider","description":"1st-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a pinch of dirt) Duration : 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Name":"Longstrider","Level":1,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Longstrider","description":"Level 1 Transmutation (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature . The target’s Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Name":"Longstrider","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Longstrider","description":"Level 1 Transmutation (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Ranger, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Longstrider\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Longstrider\\\",\\\"description\\\":\\\"You touch a creature. The target's Speed increases by 10 feet until the spell ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of dirt\\\"}}\"},{\"name\":\"Longstrider Upcast\",\"parent\":\"Longstrider\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":\\\"\\\",\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You can target one additional creature for each slot level.\\\",\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Longstrider Condition\",\"parent\":\"Longstrider\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Longstrider\\\"}\"},{\"name\":\"Longstrider Speed Increase\",\"parent\":\"Longstrider Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Walk\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":10}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Longstrider","data-description":"You touch a creature. The target's Speed increases by 10 feet until the spell ends.","Level":1,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a pinch of dirt","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Loom Large","description":"","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Looping Trail","description":"You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice the trail is leading it in a closed loop.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"transmutation","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Looping Trail","description":"You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Looping Trail","description":"4th-Level Transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a piece of rope twisted into a loop) Duration: 8 hours You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lord Moon's Gaze","description":"Tier 2 a ir scrying Casting Time: 1 minute Base Favor Cost: 1 Range: Self (30-foot line) Components (Required): V, S Resonances: You can see the moon from your current location (1 bonus favor), it is the night of a full moon (2 bonus favor) Duration: 1 minute Effects: You call forth a moonbeam to illuminate all signs of illusion in a line starting at your position. This creates an area of bright light in the area of effect. Additionally, illusions created by invocations, spells, and other magical sources within the area glow with a silvery hue, and all creatures who can perceive these illusions become aware of their illusory nature without needing to succeed at a saving throw. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1 favor: Any hidden doors, panels, levers, or other mechanisms in the affected area are revealed with a golden glow. 2 favor: Instead of a line, the area this invocation affects is a slam of the same length that is 30 feet wide. 3 favor: Each illusory object revealed this way immediately dissipates in a puff of haze. Illusory creatures affected by this invocation must make a Wisdom saving throw. On success, an illusory creature does not dissipate, but suffers 5d6 psychic damage at the start of each of its turns if it is in the invocation’s area of effect. On failure, a creature immediately dissipates in the same way as an illusory object.","properties":{"Category":"Spells","Level":2,"School":"air scrying","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Self (30 ft ⇧)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Loremaster's Clarity","description":"Upon casting this spell, you can see and hear into the past, getting a clear look at what happened in the past where you stand. The clarity of this spell depends on the amount of time you wish to observe. Viewing a few days in the past will be much more vivid than events that happened a century or more ago. Choose one of the following options upon casting. Days. You view events that have happened within the past twenty days. You gain detailed knowledge of the creatures, conversations, and events that have happened at your location. Weeks. You view a summary of the events of the past, stretching back up to twenty weeks. You are unable to discern exact details, but you know all the creatures that have been in the location and the highlights of conversations and events. Years . You attain a general idea of events stretching back up to twenty years. You view only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings. The fine details of conversations and creatures of minor historical note are lost in the sands of time. Centuries. You gain a general idea of the events of the past, stretching back up to five centuries. You notice only the most historically significant events. If no books or tales would be written about it, even if it were something that were hidden from history, then it isn’t revealed to you.","properties":{"Category":"Spells","Level":7,"School":"divination","Expansion":32309,"Components":"V, S, M (an hourglass-shaped diamond worth at least 1,000 gp, which","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Lost","description":"You attempt to confuse and confound a creature's sense of direction. The target must make a Wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads. A remove curse or greater restoration spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled.","properties":{"Category":"Spells","Level":3,"School":"enchantment (fey)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Lost","description":"3rd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 hour You attempt to confuse and confound a creature’s sense of direction. The target must make a wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads. A remove curse or greater restoration spell ends this effect. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lost and Wandering","description":"As the lost spell (see above), and in addition to forgetting all navigation skills and landmarks, the target is compelled to wander off at a walk (attacking only in self-defense). After 16 hours, the target can make another Wisdom saving throw. On a failure, the creature falls into an exhausted long rest. A remove curse or greater restoration spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 7th level or higher, a target experiences the spell for a second day, making a Wisdom saving throw after they wake up to continue wandering. If you use a spell slot of 9th level or higher, a target experiences this spell every day for a week.","properties":{"Category":"Spells","Level":5,"School":"enchantment (fey)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Lost and Wandering","description":"5th-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: 24 hours As the lost spell (see above), and in addition to forgetting all navigation skills and landmarks, the target is compelled to wander off at a walk (attacking only in self-defense). After 16 hours, the target can make another wisdom saving throw. On a failure, the creature falls into an exhausted long rest. A remove curse or greater restoration spell ends this effect. At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 7th level or higher, a target experiences the spell for 48 hours, making the wisdom saving throw after 24 hours instead of after 16 hours. If you use a spell slot of 9th level or higher, a target experiences this spell for 7 days, making the wisdom saving throw every 24 hours instead of after 16 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lovesick","description":"This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1-3 The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. 4-5 The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. 6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. 7-8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. 9 The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. 10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Lovesick","description":"4th-Level Enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of red rose petals) Duration: Concentration, up to 1 minute This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1–3 The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. 4–5 The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. 6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. 7–8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. 9 The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. 10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lovesick","description":"This spell affects creatures’ minds causing them to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1-3 The creature spends its turn moping like a lovelorn teenager – it doesn’t move or take actions. 4-5 The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll 1d8 and assign a direction to each die face. 6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. 7-8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. 9 The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. 10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels . When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Lower the Veil","description":"8th-Level Divination Casting Time: 1 action Range: 60 feet Components: V, S, M (a strip of thin gauze or other sheer material) Duration: Instantaneous You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lower The Veil","description":"You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Divination","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Luminous Bolt","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A ray of sunlight shoots out at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded until the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lunar Transfer","description":"This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it gains a Wisdom saving throw. On a successful save, the spell fails, and the caster appears in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully. The GM rolls d20 and consults the Lunar Transfer table below. The following definitions will help: Grove or Magic Circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know. Memento means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen Casually is someplace you have seen more than once but with which you aren't very familiar. Viewed Once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else's description, perhaps from a map. False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists. On Target. The target creature or object appears where you want it to. Off Target. The target creature or object appears a random distance away from the destination in a random direction. Distance off target is 5 miles times a 1d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble. Similar. Your target creature or object winds up in a different area that's visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, the creature or object appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane. Mishap. The spell's unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the GM rerolls on the table to see where you wind up. (Multiple mishaps can occur, dealing damage each time.)","properties":{"Category":"Spells","Level":4,"School":"conjuration (fey)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Lunar Transfer","description":"4th-level conjuration Casting time: 1 minute Range: 200 feet Components: v, s, m (an opal worth at least 500 gp, which the spell consumes) Duration: instantaneous This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it can make a wisdom saving throw. On a successful save, the spell fails, and you appear in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully. The gm rolls a d20 and consults the lunar transfer table below. Grove or magic circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know. Memento means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen casually is someplace you have seen more than once but with which you aren’t very familiar. Viewed once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else’s description, perhaps from a map. False destination is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists. On target. The target creature or object appears where you want it to. Off target. The target creature or object appears a random distance away from the destination in a random direction. Distance off target is 5 miles times a d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. The gm determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble. Similar. Your target creature or object winds up in a different area that’s visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, the creature or object appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane. Mishap. The spell’s unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the gm rerolls on the table to see where you (instead of the target) wind up. (multiple mishaps can occur, dealing damage each time.) Lunar Transfer d20 Grove or circle Memento Very familiar Seen casually Viewed once Description False destination 1 Similar area Mishap Mishap Mishap Mishap Mishap Mishap 2–5 Off target Similar Similar Similar Mishap Mishap Mishap 6–9 On target Off target Off target Similar Similar Similar Mishap 10–13 On target On target Off target Off target Off target Similar Similar 14–17 On target On target On target On target On target Off target Similar 18–19 On target On target On target On target On target On target Similar 20 On target On target On target On target On target On target Similar","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lunarbolt Waxing","description":"1st-level evocation Casting time: 1 action Range: 120 feet Components: v, s, m (small spherical stone painted white) Duration: instantaneous You hurl a bolt of concentrated moonlight at a creature you can see within range. The bolt expands in size and grows in strength as it travels. Make a ranged spell attack against the target. On a hit, a target takes 1d10 cold damage and suffers additional damage based on the distance between you and the target, as detailed below: If the target is between 35 and 60 feet away from you, it takes an additional 1d4 radiant damage. If the target is between 65 and 90 feet away from you, it takes an additional 2d4 radiant damage. If the target is between 95 and 120 feet away from you, it takes an additional 3d4 radiant damage. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for every two slot levels above 1st. When you cast this spell using a spell slot of 3rd level or higher, the d4s of the additional radiant damage become d6s.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Lungburst","description":"You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw . A creature that is holding its breath makes this saving throw with disadvantage . On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success. A creature that does not need to breathe is immune to the effects of this spell. A greater restoration , heal , or wish spell can restore a creature’s ability to breathe, and end its suffocation. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"biomancy* (*can be replaced with evocation)","Expansion":23695,"Components":"V, S","Damage Type":"thunder, necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Lungburst","description":"Lungburst 6th-level biomancy* (*can be replaced with evocation) Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Sorcerer, Warlock, Wizard You cause rapid and unpredictable changes in the internal air pressure of a creature you can see within range, rupturing its breathing apparatus. The creature must make a Constitution saving throw . A creature that is holding its breath makes this saving throw with disadvantage . On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success. A creature that does not need to breathe is immune to the effects of this spell. A greater restoration , heal , or wish spell can restore a creature’s ability to breathe, and end its suffocation. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Expansion":26720,"Components":"V, S","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lungrot Vapor","description":"A 20-foot-radius sphere of vile-smelling necrotic gas of a green shade magically swirls forth from a point that you choose within range. The gas eats away at the lungs of any creature in the area and creates a particular form of choking zombie from those who die due to the spell. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures are not affected if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. If a creature falls to 0 hit points, it rises as a zombie at the end of the round with the following modification: • Choking Strike. The zombie chokes the living, trying to suck the air from the lungs of its victims. Any creature hit by the slam attack of the zombie must succeed on a Constitution saving throw (DC equals 10 + the zombie’s Constitution ability modifier) or gain one level of exhaustion. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Machine Sacrifice","description":"You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.","properties":{"Category":"Spells","Level":8,"School":"Necromancy (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Machine Speech","description":"","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Clockwork)","Components":"V S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Machine's Load","description":"You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy. At Higher Levels. When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Maddening Darkness","description":"8th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, M (a drop of pitch mixed with a drop of mercury) Duration : Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Evocation","Components":"V M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Maddening Whispers","description":"You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Maddening Whispers","description":"You whisper a string of Void Speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0 and it can’t benefit from increases to its speed. To maintain the effect, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.","properties":{"Category":"Spells","Level":2,"School":"void","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Maelstrom","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (paper or leaf in the shape of a funnel) Duration : Concentration, up to 1 minute A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"evocation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Maelstrom","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (paper or leaf in the shape of a funnel) Duration : Concentration, up to 1 minute A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Evocation","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Maelstrom Avatar","description":"You call upon the spirits of the wind and waves to transform you with their surging power. Until the spell ends, stormy winds swirl around you, small waves crash against the ground at your feet, and you gain the following benefits: Attacks against you have disadvantage. You make Strength and Dexterity saving throws with advantage. Moving through nonmagical difficult terrain doesn’t cost you extra movement. When you hit a creature with a melee attack, you can choose to channel a final surge of tempestuous might to deal an extra 2d8 lightning or thunder damage (your choice). The spell then ends.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Mage Armor","description":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Mage Armor","Level":1,"Range":"Touch","School":"Abjuration","Target":"A willing creature who isn't wearing armor","Classes":"Sorcerer, Wizard","Duration":"8 hours","Material":"A piece of cured leather","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mage Armor","description":"1st-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a piece of cured leather) Duration : 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Mage Armor","Level":1,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mage Armor","description":"1st-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a piece of cured leather) Duration : 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Mage Armor","Level":1,"School":"Abjuration","Components":"V S M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mage Armor","description":"1st-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Mage Armor","description":"Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier . The spell ends early if the target dons armor.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mage Armor","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mage Armor","description":"Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Mage Armor\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mage Armor\\\",\\\"description\\\":\\\"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of cured leather\\\"}}\"},{\"name\":\"Mage Armor Condition\",\"parent\":\"Mage Armor\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mage Armor\\\"}\"},{\"name\":\"Mage Armor AC Bonus\",\"parent\":\"Mage Armor Condition\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mage Armor","data-description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","Level":1,"Casting Time":"Action","Duration":"8 hours","Range":"Touch","Components":"V S M","Material":"a piece of cured leather","data-CastNum":2,"data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mage Barrier","description":"3rd-level abjuration Casting Time: 1 reaction, which you take when you fail a saving throw against a spell Range: Self Components: V, S Duration: 1 round A shining barrier of magical force appears and protects you, reducing the harmful effects of certain spells cast on you. Until the start of your next turn, you have a +5 bonus to saving throws against spells, including against the triggering spell. For the duration, when you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you fail a saving throw against a spell","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mage Hand","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.","properties":{"Category":"Spells","Name":"Mage Hand","Level":0,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mage Hand","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.","properties":{"Category":"Spells","Name":"Mage Hand","Level":0,"Range":"30 feet","School":"Conjuration","Target":"A point you choose within range","Classes":"Artificer, Bard, Sorcerer, Warlock, Wizard","Duration":"1 minute","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":4,"data-description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.<br />You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.<br />The hand can’t attack, activate magic items, or carry more than 10 pounds.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mage Hand","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 3 0 feet Components: V, S Duration : 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.","properties":{"Category":"Spells","Name":"Mage Hand","Level":0,"School":"Conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mage Hand","description":"Conjuration Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Mage Hand","description":"Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object , open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.","properties":{"Category":"Spells","School":"Conjuration","Name":"Mage Hand","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mage Hand","description":"Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Mage Hand\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mage Hand\\\",\\\"description\\\":\\\"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. 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The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\\\"}\"},{\"name\":\"Mage Hand Action\",\"parent\":\"Mage Hand Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Mage Hand\\\",\\\"description\\\":\\\"As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mage Hand","data-description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\nWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\nAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\nThe hand can't attack, activate magic items, or carry more than 10 pounds.","Level":0,"Casting Time":"Action","Duration":"1 minute","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":4,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mage Ward","description":"Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You create a protective ward around yourself that strikes out at those who attack you. The first time a creature hits you with an attack before the start of your next turn, it takes 1d10 force damage and the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Magecraft","description":"You must be proficient in the artisan’s tools used as the material component of this spell. Once before the spell ends, you can gain advantage on an ability check using these tools.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Magic Circle","description":"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways. • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. • The creature has disadvantage on attack rolls against targets within the cylinder. • Targets within the cylinder can't be charmed , frightened , or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Magic Circle","Level":3,"Range":"10 feet","School":"Abjuration","Target":"A 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range","Classes":"Cleric, Paladin, Warlock, Wizard","Duration":"1 hour","Material":"Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":10,"data-DurationNum":9,"data-description":"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magic Circle","description":"3rd-Level Abjuration Casting Time : 1 minute Rang e: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration : 1 hour You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylin⁠der intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the c⁠ylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the c⁠ylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cyl⁠inder and protecting targ⁠ets outside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Magic Circle","Level":3,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magic Circle","description":"Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials , Elementals , Fey , Fiends , or Undead . The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw . The creature has Disadvantage on attack rolls against targets within the Cylinder . Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature . Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.","properties":{"Category":"Spells","School":"Abjuration","Name":"Magic Circle","Level":3,"Casting Time":"1 minute","Components":"V S M","Save":"Charisma","data-RangeAoe":"10 ft (10 ft radius, 20 foot tall* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magic Circle","description":"Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Magic Circle\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Magic Circle\\\",\\\"description\\\":\\\"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\\\\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. 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The duration increases by 1 hour for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"salt and powdered silver worth 100+ GP, which the spell consumes\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"10 foot radius, 20 foot tall*\\\"}}\"},{\"name\":\"Magic Circle Duration Upcast 4\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"2 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Duration Upcast 5\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"3 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Duration Upcast 6\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"4 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Duration Upcast 7\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"5 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Duration Upcast 8\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"6 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Duration Upcast 9\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"7 hours\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Circle Condition\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Magic Circle\\\"}\"},{\"name\":\"Magic Circle Immunities\",\"parent\":\"Magic Circle Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Charmed, Frightened, Possessed\\\",\\\"details\\\":\\\"Targets within the c⁠ylinder can't be charmed, frightened, or possessed by the creature.\\\"}\"},{\"name\":\"Magic Circle Defense\",\"parent\":\"Magic Circle Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Magic Circle\\\",\\\"details\\\":\\\"The creature has disadvantage on attack rolls against targets within the cylinder.\\\"}\"},{\"name\":\"Magic Circle Attack\",\"parent\":\"Magic Circle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Magic Circle - Blocked Creature Tries Accessing\\\",\\\"description\\\":\\\"If a blocked creature tries to use teleportation or interplanar travel to enter the Magic Circle, it must first succeed on a Charisma saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onSucceed\\\":\\\"Can use teleportation or interplanar travel to enter Magic Circle.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"10-foot-radius, 20-foot-tall\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Magic Circle","data-description":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\nChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\nThe creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\nThe creature has Disadvantage on attack rolls against targets within the Cylinder.\nTargets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","Level":3,"Casting Time":"1 minute","Duration":"1 hour","Range":"10 feet","Components":"V S M","Material":"salt and powdered silver worth 100+ GP, which the spell consumes","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.","data-CastNum":4,"data-DurationNum":9,"data-RangeNum":10,"Save":"Charisma","data-RangeAoe":"10 ft (10 ft radius, 20 foot tall* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Magic Daggers","description":"Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous With a flourish, you conjure a throwing dagger of magical force out of thin air and flick it from your wrist at a target you can see. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 1d6 force damage. The dagger vanishes after the attack. At higher levels, you conjure more daggers out of force and make additional attacks: two daggers at 5th level, three daggers at 11th level, and four daggers at 17th level. You can use the daggers to attack the same target or different ones. Make a separate attack roll for each dagger.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":26275,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magic Dampening Field","description":"3rd-level abjuration Casting time: 1 action Range: self (30-foot radius) Components: v, s, m (a piece of fabric soaked in a liquid) Duration: concentration, up to 1 minute When you cast this spell, choose a school of magic. A 30-foot-radius invisible sphere surrounds you, dampening magic of the chosen school. When a creature in the spell’s area casts a spell of the chosen school, it must succeed on a constitution saving throw against your spell save dc or the spell fails to cast, expending the action and the spell’s use or spell slot. Active magical effects of the chosen school, such as the spell false life when dampening necromancy or the spell mage armor when dampening abjuration, are suppressed while within this spell’s area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. This spell has no affect on spells cast outside the spell’s area. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spell increases by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Magic Dampening Field","description":"7th-level lair magic (abjuration) Casting Time: 3 weeks (21 days) Radius: 1 mile Components: V, S, M (iron filings worth 1000 gold pieces, which are scattered to the winds throughout the casting of the spell) Duration: 6 months This spell dampens magical energies, making it harder to cast spells. Any time a spell is cast, the caster must make a spellcasting ability check with a DC equal to 10 + the spell's level. On a failed check, the spell fails and has no effect.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"V, S, M","Casting Time":"3 weeks (21 days)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Magic Jar","description":"6th-Level Necromancy Casting Time : 1 minute Rang e: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration : Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statist⁠ics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its c⁠lass features. Meanwhile, the possessed creature’s soul can perceive from the container using its own se⁠nses, but it can’t move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.","properties":{"Category":"Spells","Name":"Magic Jar","Level":6,"School":"Necromancy","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magic Jar","description":"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle ⁠spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.","properties":{"Category":"Spells","Name":"Magic Jar","Level":6,"Range":"Self","School":"Necromancy","Target":"See text","Classes":"Wizard","Duration":"Until dispelled","Material":"A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-8,"data-DurationNum":18,"data-description":"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.<br />You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.<br />Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.<br />Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.<br />While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.<br />If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.<br />When the spell ends, the container is destroyed.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magic Jar","description":"Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or take Reactions . The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see ( creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw . On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save , the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your Hit Points , Hit Point Dice , Strength , Dexterity , Constitution , Speed , and senses are replaced by the creature’s . You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.","properties":{"Category":"Spells","School":"Necromancy","Name":"Magic Jar","Level":6,"Casting Time":"1 minute","Components":"V S M","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magic Jar","description":"Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Magic Jar\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Magic Jar\\\",\\\"description\\\":\\\"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\\\\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\\\\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\\\\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\\\\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\\\\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\\\\nWhen the spell ends, the container is destroyed.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a gem, crystal, or reliquary worth 500+ GP\\\"}}\"},{\"name\":\"Magic Jar Condition\",\"parent\":\"Magic Jar\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Magic Jar\\\",\\\"description\\\":\\\"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\\\"}\"},{\"name\":\"Magic Jar Possession Attack\",\"parent\":\"Magic Jar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Magic Jar\\\",\\\"description\\\":\\\"You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"Your soul enters the target's body, and the target's soul becomes trapped in the container.\\\",\\\"onSucceed\\\":\\\"The target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Magic Jar","data-description":"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\nYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\nOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\nMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\nWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\nIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\nWhen the spell ends, the container is destroyed.","Level":6,"Casting Time":"1 minute","Duration":"Until dispelled","Range":"Self","Components":"V S M","Material":"a gem, crystal, or reliquary worth 500+ GP","data-CastNum":4,"data-DurationNum":18,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Magic Missile","description":"Classes : Sorcerer , Wizard You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.","properties":{"Category":"Spells","Name":"Magic Missile","Level":1,"Range":"120 feet","Damage":"1d4+1","School":"Evocation","Target":"A creature of your choice that you can see within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Force","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magic Missile","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.","properties":{"Category":"Spells","Name":"Magic Missile","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magic Missile","description":"1st-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.","properties":{"Category":"Spells","Name":"Magic Missile","Level":1,"School":"Evocation","Components":"V S","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Magic Missile","description":"1st-Level Evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Magic Missile","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Magic Missile","Level":1,"Casting Time":"Action","Components":"V S","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magic Missile","description":"Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Force Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Magic Missile\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Magic Missile\\\",\\\"description\\\":\\\"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Magic Missile Free Attack\",\"parent\":\"Magic Missile\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Magic Missile\\\",\\\"autoHit\\\":true,\\\"repeat\\\":3,\\\"range\\\":\\\"120 feet\\\"}\"},{\"name\":\"Magic Missile Damage\",\"parent\":\"Magic Missile Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":1,\\\"damageType\\\":\\\"Force\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Magic Missle Upcast\",\"parent\":\"Magic Missile Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":2,\\\"level\\\":1,\\\"target\\\":\\\"$.repeat\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Magic Missile","data-description":"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120,"Damage":"1d4","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Magic Mouth","description":"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","properties":{"Category":"Spells","Name":"Magic Mouth","Level":2,"Range":"30 feet","Ritual":"Yes","School":"Illusion","Target":"An object within range","Classes":"Artificer, Bard, Wizard","Duration":"Until dispelled","Material":"A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":18,"data-description":"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.<br />When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.<br />The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magic Mouth","description":"2nd-Level Illusion (ritual) Casting Time : 1 minute Rang e: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration : Until dispelled You implant a m⁠essage within an object in range, a m⁠essage that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the m⁠essage, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your m⁠essage. When that circumstance occurs, a magical mouth appears on the object and recites the m⁠essage in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its m⁠essage, or it can remain and repeat its m⁠essage whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","properties":{"Category":"Spells","Name":"Magic Mouth","Level":2,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magic Mouth","description":"Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell consumes) Duration: Until dispelled You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature . Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object . For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","properties":{"Category":"Spells","School":"Illusion","Name":"Magic Mouth","Level":2,"Casting Time":"1 minute or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magic Mouth","description":"Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell consumes) Duration: Until dispelled You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Magic Mouth\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Magic Mouth\\\",\\\"description\\\":\\\"You implant a message within an object in range - a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. 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Finally, determine the circumstance that will trigger the spell to deliver your message.\nWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","Level":2,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"Until dispelled","Range":"30 feet","Components":"V S M","Material":"jade dust worth 10+ GP, which the spell consumes","data-DurationNum":18,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Magic Stone","description":"Transmutation Cantrip Casting Time : 1 bonus action Rang e: Touch Components: V, S Duration : 1 minute You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":6,"Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Magic Stone","description":"Transmutation Cantrip Casting Time : 1 bonus action Rang e: Touch Components: V, S Duration : 1 minute You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Magic Weapon","description":"2nd-Level Transmutation Casting Time : 1 bonus action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.","properties":{"Category":"Spells","Name":"Magic Weapon","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magic Weapon","description":"2nd-Level Transmutation Casting Time : 1 bonus action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.","properties":{"Category":"Spells","Name":"Magic Weapon","Level":2,"School":"Transmutation","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Magic Weapon","description":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.","properties":{"Category":"Spells","Name":"Magic Weapon","Level":2,"Range":"Touch","School":"Transmutation","Target":"A nonmagical weapon","Classes":"Artificer, Paladin, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magic Weapon","description":"Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon . Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls . The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.","properties":{"Category":"Spells","School":"Transmutation","Name":"Magic Weapon","Level":2,"Casting Time":"Bonus Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magic Weapon","description":"Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Paladin, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Magic Weapon\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Magic Weapon\\\",\\\"description\\\":\\\"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3 - 5 spell slot. The bonus increases to +3 with a level 6+ spell slot.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Magic Weapon Condition +1\",\"parent\":\"Magic Weapon\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Magic Weapon +1\\\",\\\"description\\\":\\\"Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.\\\"}\"},{\"name\":\"Magic Weapon Effect 1\",\"parent\":\"Magic Weapon Condition +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Magic Weapon +1\\\",\\\"description\\\":\\\"Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Magic Weapon Condition +2\",\"parent\":\"Magic Weapon\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Magic Weapon +2\\\",\\\"description\\\":\\\"The bonus increases to +2 with a level 3 - 5 spell slot.\\\"}\"},{\"name\":\"Magic Weapon Effect 2\",\"parent\":\"Magic Weapon Condition +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Magic Weapon +2\\\",\\\"description\\\":\\\"Until the spell ends, that weapon becomes a magic weapon with a +2 bonus to attack rolls and damage rolls.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Magic Weapon Condition +3\",\"parent\":\"Magic Weapon\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Magic Weapon +3\\\",\\\"description\\\":\\\"The bonus increases to +3 with a level 6+ spell slot.\\\"}\"},{\"name\":\"Magic Weapon Effect 3\",\"parent\":\"Magic Weapon Condition +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Magic Weapon +3\\\",\\\"description\\\":\\\"Until the spell ends, that weapon becomes a magic weapon with a +3 bonus to attack rolls and damage rolls.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"},{\"name\":\"Magic Weapon Upcast 3\",\"parent\":\"Magic Weapon\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":3,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +2 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Magic Weapon Upcast 6\",\"parent\":\"Magic Weapon\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +3 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Magic Weapon","data-description":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.","Level":2,"Casting Time":"Bonus Action","Duration":"1 hour","Range":"Touch","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3 - 5 spell slot. The bonus increases to +3 with a level 6+ spell slot.","data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Magma Jet","description":"A stream of magma forming a line 100 feet long and 5 feet wide blasts out from you or from a pool of magma/lava within range that you can see in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Additionally, a creature that failed it’s saving throw takes 2d10 fire damage at the end of its next turn. The magma ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self (100 ft line) or 150 ft (100-foot ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Magma Opus (spell)","description":"A elemental formed of raw flowing flame erupts from a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. An elemental then manifests in a space centered on the point. All creatures that would occupy that space are pushed to the nearest unoccupied space. This elemental form uses the Magma Opus stat block . The creature resembles any humanoid creature of your choice, but is always of a Large size and is always made of burning red, blue, and yellow elemental energy. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"conjuration","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Magma Spray","description":"A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Transmutation (apocalypse)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"40 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Magma Spray","description":"A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. A creature killed by this spell is reduced to ash. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Magma Spray","description":"2nd-level transmutation Casting time: 1 action Range: 40 feet Components: v, s, m (a pinch of sulfur or a piece of brimstone) Duration: concentration, up to 1 minute A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful dexterity saving throw. A creature can take this damage only once per turn. A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Magnetic Bolt","description":"1st-level transmutation Casting time: 1 bonus action Range: self Components: v Duration: 1 minute The first time you hit with a ranged weapon attack before this spell ends, the ammunition becomes magically magnetized as it hits the target. The magnetized ammunition clings to the target until removed. When the target moves into or through a space that is within 10 feet of a creature wearing metal armor or of a small or larger metal object, such as an anvil, a statue, a decorative suit of armor hanging on a wall, or similar, the target treats that space as difficult terrain as the magnetized ammunition pulls the target toward that creature or object. A creature with magnetized ammunition clinging to it can use its action to make a strength check against your spell save dc. On a success, the ammunition is removed and crumbles to dust. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can magnetize one additional piece of ammunition for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Magnetic Field","description":"You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell. Unattended metal objects in range—including weapons, armor, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Objects secured to a nonmetallic fixture remain where they are unless a forceful tug would be enough to detach them. Loose objects weighing more than 500 pounds are not affected. If the magnetic field would cause a dangerous metal object such as a sword or anvil to intersect a square occupied by a creature, that creature must succeed at a Dexterity saving throw or take damage as if from an improvised weapon (or smaller or larger, at the GM’s discretion). A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed at a Dexterity save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it’s holding as a free action to avoid the effect if it’s not wearing metal armor; a creature being dragged by its shield can loosen it as a move action and drop it as a free action. Creatures made entirely or mostly of metal take a –2 penalty on their Dexterity saving throw. 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You and the creatures you designate when you use this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses the effects of this power for 1 minute. Otherwise, it is impassable until it is broken or the effect is unraveled or suppressed from powers such as unravel effect. Using the lock breaker power on the object suppresses magnetic seal for 10 minutes. While affected by this power, the object is more difficult to break or force open; the DC to break it or bypass any locks on it increases by 10.","properties":{"Category":"Spells","Level":2,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Magnetite Shard","description":"You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw , taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Expansion":23695,"Components":"V, S, M","Damage Type":"cold, piercing","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magnetite Shard","description":"3rd-level evocation Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S, M (a piece of magnetite) Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw , taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Magnetize","description":"You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal. Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there. Any creature located between such an object and the magnet might be struck; roll a ranged spell attack against the target’s AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth). Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects. On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet. A creature can voluntarily release a metal object in its possession and forgo a save. Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Varies","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Magnetize","description":"5th-Level Evocation Casting Time: 1 action Range: Touch Components: V, S, M (a lodestone) Duration: Concentration, up to 10 minutes You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal. Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there. Any creature located between such an object and the magnet might be struck; roll a ranged spell attack against the target’s AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth). Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects. On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet. A creature can voluntarily release a metal object in its possession and forgo a save. Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Magnetobolt","description":"A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone . A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw. This spell’s damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).","properties":{"Category":"Spells","Level":0,"School":"Evocation cantrip","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magnetobolt","description":"Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone . A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw. This spell’s damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Magnificent Mansion","description":"You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.","properties":{"Category":"Spells","Name":"Magnificent Mansion","Level":7,"Range":"300 feet","School":"Conjuration","Target":"See text","Classes":"Bard, Wizard","Duration":"24 hours","Material":"A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":300,"data-DurationNum":14,"data-description":"You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.<br />Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.<br />You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magnify Gravity","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 1st-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : 1 round The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Transmutation","Expansion":5016,"Components":"V, S","Damage Type":"force","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Magnify Gravity","description":"1st-level transmutation Casting Time : 1 action Rang e: 60 feet Compon ents: V, S Duratio n: 1 round The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Expansion":29448,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Magnify Weapon","description":"2nd-level transmutation Casting time: 1 bonus action Range: self Components: v Duration: 1 minute The first time you hit with a melee weapon attack before this spell ends, your weapon grows larger just before impact and deals one additional die of its damage. Then your weapon returns to its normal size, and the spell ends. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can magnify your weapon for one additional hit before the spell ends for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Magnus's Soul Tilt","description":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. You gain temporary hit points equal to half the damage dealt. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Maiden of Bones","description":"Maiden of Bones 4th-level conjuration (warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a virgin's carpal bone) Duration: 1 minute A creature within range must succeed on a Strength saving throw or be trapped inside an iron maiden formed of bone that appears in its space. The creature is considered restrained, incapacitated, behind total cover, can’t be damaged by attacks or effects originating from outside, and takes 3d6 piercing damage at the start of each of its turns as spikes of bone pierce its body. At the end of each of its turns, a trapped creature can repeat the saving throw, escaping and ending the spell on a success. The bone maiden has AC 14, 80 hit points, immunity to psychic and poison damage, and vulnerability to bludgeoning damage. If the maiden is destroyed, the creature trapped inside is freed and the spell ends.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Maim","description":"Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers: Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round. Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks. Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse, greater restoration, or similar magic.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Maim","description":"Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers: Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round. Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks. Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse, greater restoration, or similar magic.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Maim","description":"Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers: Upper Limb. The target has disadvantage on Strength checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round. Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity checks. Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse , greater restoration , or similar magic.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Maim","description":"5th-Level Necromancy Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers: Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round. Lower Limb. The target’s Speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks. Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse, greater restoration, or similar magic.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Major Field Repair","description":"You send micro drones to repair up to four automatons, constructs, or mechanical devices (including planetary vehicles) that you can see within range. Each target regains hit points equal to 1d8 + your forging ability modifier. At Higher Ranks. When you use this power at rank 6 or higher, the healing increases by 1d8 for each rank above 5.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Major Field Salve","description":"You send micro drones to administer healing to your allies. Up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your forging ability modifier. This ability has no effect on constructs or automatons. At Higher Ranks. When you use this power at rank 4 or higher, the healing increases by 1d4 for each rank above 3.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Major Image","description":"3rd-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a bit of fleece) Duration : Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illu⁠sion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illus⁠ion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illu⁠sion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.","properties":{"Category":"Spells","Name":"Major Image","Level":3,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Major Image","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence ( Investigation ) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.","properties":{"Category":"Spells","Name":"Major Image","Level":3,"Range":"120 feet","School":"Illusion","Target":"A spot that you can see within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 10 minutes","Material":"A bit of fleece","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Concentration.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Major Image","description":"3rd-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a bit of fleece) Duration : Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illu⁠sion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illus⁠ion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illu⁠sion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.","properties":{"Category":"Spells","Name":"Major Image","Level":3,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Major Image","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object , a creature , or some other visible phenomenon that is no larger than a 20-foot Cube . The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature . Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration , if cast with a level 4+ spell slot.","properties":{"Category":"Spells","School":"Illusion","Name":"Major Image","Level":3,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"120 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Major Image","description":"Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Major Image\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Major Image\\\",\\\"description\\\":\\\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\\\\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\\\\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of fleece\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"20 foot\\\"}}\"},{\"name\":\"Major Image Condition\",\"parent\":\"Major Image\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Major Image\\\",\\\"description\\\":\\\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube.\\\"}\"},{\"name\":\"Major Image Action\",\"parent\":\"Major Image Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Major Image\\\",\\\"description\\\":\\\"If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Major Image Upcast 4\",\"parent\":\"Major Image\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"The spell lasts until dispelled, without requiring Concentration.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Major Image Upcast 4 Concentration\",\"parent\":\"Major Image\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":4,\\\"target\\\":\\\"$.concentration\\\",\\\"value\\\":\\\"false\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Major Image","data-description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S M","Material":"a bit of fleece","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","data-CastNum":2,"data-RangeNum":120,"data-RangeAoe":"120 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Major Remedy","description":"You administer medical treatment to a creature. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One affliction caused by a talent or technique Any reduction to one of the target’s ability scores One effect reducing the target’s hit point maximum","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Make Camp","description":"1st-level abjuration (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a tent) Duration: 8 hours When you cast this spell while setting up camp, the area within 20 feet of where you cast this spell gains the following benefits until the spell ends: Nonmagical weather and climate effects will not harm anyone within the area. Beasts will not enter the area unless magically compelled to do so. Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise. Creatures that complete a long rest in the area gain 1d6 temporary hit points at the end of the long rest.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Malaise","description":"1st-level illusion Casting time: 1 action Range: touch Components: v, s, m (a scrap of handkerchief from a fever victim) Duration: 10 minutes You craft an illusion around a creature that isn’t a construct or undead, creating phantom symptoms of a disease. The target must succeed on a wisdom saving throw or suffer one or more of the following symptoms of your choice for the duration: An illusory fever where the target feels feverish and hot to the touch. The target has a persistent, scratchy throat, prompting occasional coughs. The target sees minor spots or has blurry vision at their periphery. The target’s skin manifests illusory, itchy spots, boils, or rashes, prompting occasional scratching. Until this spell ends, the target has disadvantage on ability checks. At the end of each of the target’s turns, it can make another wisdom saving throw. On a successful save, the spell ends. After failing three of these saving throws, the spell’s effects last for the duration. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Malevolent Waves","description":"You create an invisible miasma that fills the area within 30 feet of you. All of your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all of your enemies are poisoned while within that radius.","properties":{"Category":"Spells","Level":8,"School":"Abjuration (Shadow)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Malevolent Waves","description":"You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.","properties":{"Category":"Spells","Level":8,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Malevolent Waves","description":"8th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a profane object that has been bathed in blood) Duration: Concentration, up to 1 minute You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.","properties":{"Category":"Spells","Level":8,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Malicious Rancor","description":"Malicious Rancor 3rd-level evocation (warlock) Casting Time: 1 action Range: 60 feet (10-foot radius) Components: V, S, M (a skull that belonged to a creature that succumbed to a curse, worth at least 1 sp, which the spell consumes) Duration: 1 round You hurl a deformed skull covered in scratches and holes and strewn in curses at a creature within range, where the skull explodes with violent hatred. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 necrotic damage. Hit or miss, the skull then detonates, emitting a psychic wailing from that point. Each creature within 10 feet of that point must make a Wisdom saving throw, taking 5d4 psychic damage on a failed save, or half as much damage on a successful one. Until the start of your next turn, if a creature enters the area or ends its turn there, it must make the saving throw against the skull’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 2d4 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 ft (10 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Malleable Weave","description":"Malleable Weave Requirements: Level 12, Knew It Casting Time: reaction Range: self Duration: special Cost: 2 WP per attack avoided The philosopher can bend the world to his whim – any attack or object coming his way at any point during a combat round and which he can see will miss automatically if he so desires.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"reaction","data-RangeAoe":"self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Mammon's Avarice","description":"By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.","properties":{"Category":"Spells","Level":1,"School":"Divination (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mammon's Avarice","description":"1st-Level Divination Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mammon's Due","description":"You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash. A creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn. The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it causes 1d6 less fire damage for each hour that passes since the spell’s end.","properties":{"Category":"Spells","Save":"Strength or Dexterity","Level":9,"School":"Conjuration (Ritual; Rothenian)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mammon's Due","description":"You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash. A creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn. The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.","properties":{"Category":"Spells","Save":"Strength/Dexterity","Level":9,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 hour","data-RangeAoe":"500 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mammon's Due","description":"9th-Level Conjuration (Ritual) Casting Time: 1 hour Range: 500 feet Components: V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell) Duration: Concentration, up to 1 minute You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep, 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash. A creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn. The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.","properties":{"Category":"Spells","Level":9,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mammon's Due","description":"You summon a 20-foot-radius, 20-foot-deep cylinder of burning ash and molten arms at a point on the ground that you can see within range. The ash is difficult terrain. In addition, the area is full of molten arms that seek to pull creatures deeper below the surface. If a creature enters or begins its turn in the area, it takes 10d6 fire damage and must make a Strength or Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the area, or until it breaks free. A creature restrained by the molten arms can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If it succeeds, it is no longer restrained. At the beginning of your turn, the molten arms attempt to pull any creatures in the area below the surface. Any creature in the ash with the restrained condition must make a Strength saving throw or be pulled 5 feet deeper into the ash. Any creature below the surface is blinded, deafened, and cannot breath. The ash pit grows 50 feet in radius each round for the duration. The ash remains after the spell ends.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Mandy's Enchanted Carriage","description":"4th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vegetable) Duration: Special You transform a vegetable into a Large magical carriage, complete with reins and two quasi-real horses. The carriage is luxurious and carries up to six passengers—four within and two atop it at the coach’s seat. Creatures within the carriage have total cover from external effects, but can see outside through a pair of windows composed of magical force. While sitting in the coach’s seat, a creature can control the carriage, which has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the carriage’s occupants are ejected into adjacent unoccupied spaces, the carriage shrinks back into a vegetable, and the quasi-real horses fade. The carriage and horses count as a single object with 12 AC and 100 HP. The spell ends early if the carriage and horses are reduced to 0 hit points.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mandy's Feral Follower","description":"4th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small servant’s bell) Duration: Special After spending the casting time singing a song, you touch a Small or smaller Beast. The target must have an Intelligence of 3 or less. The Beast then transforms into a Humanoid with the statistics of a commoner and an appearance of your choosing. The commoner is friendly to you and your allies, has a basic understanding of all simple unskilled tasks, and can understand the languages you speak, but doesn’t speak. The commoner is clothed in common clothes, but has no other equipment. In combat, the commoner rolls their own initiative and acts on their own turn. They behave as though they are dutifully employed by you. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. When it reverts to its true form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its true form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can transform one additional animal for each spell slot above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mandy's Marvelous Dress","description":"4th-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a glass slipper worth at least 100 gp) Duration: Concentration, special A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed from the dress. Until the spell ends, when the wearer makes a Charisma check, it can replace the number it rolls with a 10. Additionally, if the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss the attack. On a success, the attacker is immune to this effect until this spell ends. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mantle of the Brave","description":"You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mantle of the Brave","description":"2nd-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mantle Of The Brave","description":"You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Marigold Bloom","description":"2nd-level conjuration Casting time: 1 action Range: self Components: v, s, m (a marigold flower) Duration: concentration, up to 1 minute A vine tipped with a marigold grows from your arm for the duration. The marigold shoots a beam of fire at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mark of Desecration","description":"1st-level necromancy Casting Time: 1 minute Range: 30 ft. Components: V, S, M (a vial of blood) Duration: Instantaneous You perform a heretical rite upon a number of Small, Medium, or Large corpses up to your Intelligence modifier, placing ominous masks over their faces and whispering dark words into their dead ears. The dead are dragged to their feet by the dark spirits possessing them, moving with the jerking, unnatural gait of ill-made puppets. Each of these corpses rises as an undying warrior. At the GM’s discretion, a creature may also be revived as a version of the creature it was in life with the Zombified template.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Expansion":26129,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Mark Prey","description":"You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey. At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mark Prey","description":"You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey. At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Mark Prey","description":"You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey. At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mark Prey","description":"2nd-Level Divination Casting Time: 1 bonus action Range: 120 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 Hit Points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey. At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Martial Assistance","description":"Martial Assistance Requirements: Level 6, Timely Assistance Casting Time: bonus action Range: 10 feet Duration: special Cost: 2 WP As Timely Assistance, but for all attack rolls in the next turn of the target If used together with the Weave Mastery feature Overcome Boundaries this adds 5 feet to your reach with a melee weapon or an upgrade of the damage die to the next highest die type (i.e. d4 to d6, d6 to d8 etc.). If the die to be upgraded is already a d12, add the philosopher’s proficiency bonus to all damage dice instead.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"bonus action","data-RangeAoe":"10 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Martyr's Rally","description":"With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 reaction, which you take when you are reduced to 0 hit points"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mascot Exhibition","description":"You summon mascots that appear in unoccupied spaces that you can see within range. You summon one Art Elemental Mascot, one Fractal Mascot, one Inkling Mascot, one Pest Mascot, and one Spirit Statue Mascot. Each mascot disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The creatures’ statistics can be found in Strixhaven: A Curriculum of Chaos . At Higher Levels: When you cast this spell using certain higher-level Spell Slots, more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Mask of Wind","description":"Tier 1 ai r illusion Casting Time: 10 minutes Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are in an area of dim light or darkness (1 bonus favor), it is the night of a new moon (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: Ongoing (1 favor per round) Effects: You shroud a willing creature in range in a guise of falsehood. For the duration of the invocation, their distinguishing features are hidden by an illusory guise that makes them appear as a new person of a species of your choice. This guise is not accurate enough to impersonate someone specific, nor can it disguise a creature as a being of a larger or smaller size. To see through this illusion, a suspicious onlooker must make an Intelligence (Investigation) check against your invocation save DC. Alternately, you can conceal a handheld object within range, making it appear to be a different object of similar size for the duration of the invocation. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 minute.” 1 favor: You weave a cloak of night around your target, making it invisible instead. If your target is a creature, it remains invisible for the duration or until it attacks or takes other hostile action towards another creature. If it is an object, it remains for the duration. If it is a weapon, its wielder has advantage on opportunity attacks while wielding it. 1+ favor: Choose one additional target within range per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 1+ favor: You make the illusion more convincing, increasing the DC of checks to see through it by 3 per favor spent this way. 2 favor: You can disguise a target as something one size category larger or smaller (e.g. you can make a Medium target appear Small or Large, but not Huge). 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 action.” 3 favor: You craft a much more convincing shroud, making the target’s features resemble those of another you have perceived. To spot an error in the disguise, such as a missing scar or misplaced regional colloquialism, a creature must make an Intelligence (Investigation) check against your Invocation save DC. 3 favor: You extend the invocation’s effects. The duration becomes “10 minutes” instead. 4 favor: You dramatically extend the invocation’s effects. The duration becomes “1 hour” instead.","properties":{"Category":"Spells","Level":1,"School":"air illusion","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Mass Alteration","description":"You bend particles in the visible spectrum to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power. The power’s effect disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The effect lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your esper power save DC. If it succeeds, it becomes aware that the target is disguised.","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mass Awaken","description":"9th-level transmutation Casting Time: 24 hours Range: 1 mile Components: V, S, M (any number of agate worth a total of at least 12,000 gp, which this spell consumes) Duration: Instantaneous After spending the casting time meditating on consciousness, choose any number of beasts and plants within range. Chosen creatures must have either no Intelligence score or an Intelligence of 3 or less. Each creature gains an Intelligence of 12. The affected creatures also gain the ability to speak one language you know and proficiency in two skills of their choice. Any affected plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and gain senses similar to a human’s. Your DM chooses statistics appropriate for any plant awakened with this spell, such as the statistics for the awakened shrub or the awakened tree. Each creature awakened by this spell is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, each awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"24 hours","data-RangeAoe":"1 mile"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mass Blade Ward","description":"You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.","properties":{"Category":"Spells","Level":2,"School":"Abjuration (Battle)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mass Blur","description":"6th-level illusion Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute A haze of obscuring illusion magic swirls out from a point you can see within range. Choose up to six creatures you can see within a 30-foot-radius sphere centered on that point. For the duration, creatures have disadvantage on attack rolls against any of the targets. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the radius increases by 10 feet and you can choose one additional creature you can see within the radius.","properties":{"Category":"Spells","Level":6,"School":"illusion","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mass Command","description":"6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You create a 30-foot-radius sphere of influence centered on a point you can see within range and speak a one-word command, affecting each creature of your choice within the sphere. A target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect on undead creatures, on creatures that don’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than the one described here. If you do so, the DM determines how the targets behave. If the target can’t follow your command, the spell ends for it. Approach. The target moves toward you by the shortest and most direct route, ending its turn immediately after it finishes moving. Attack. The creature takes the Attack action against the creature closest to it, using movement to get within range of the creature if necessary, then ends its turn. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means, ending its turn immediately after moving. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. Unless a flying creature can hover, it begins falling at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mass Contagious Healing","description":"7th-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 minute A wave of magical disease washes out from a point of your choice within range. Choose up to three creatures in a 30-foot-radius sphere centered on that point. Each target is infected by a magical disease and regains hit points equal to 3d8 + your spellcasting ability modifier. The next time an infected target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 2d8 + your spellcasting ability modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it. The disease continues moving from target to target in this way, reducing the amount of healing by 1d8 each time the disease moves to a new target. The final target regains hit points equal to 1d8 + your spellcasting ability modifier and that instance of the disease ends. This spell ends early if all instances of the disease end. A creature can be healed multiple times by this spell but can have only one instance of the disease on it at a time. If a creature already has an instance of this disease and would gain another, the previous instance of the disease immediately moves to another valid target as if the creature had taken damage. This spell has no effect on undead or constructs. At higher levels. When you cast this spell using a spell slot of 8th-level or higher, the healing increases by 1d8 for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"evocation","Components":"V, S","Damage Type":"healing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mass Cure Wounds","description":"A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Mass Cure Wounds","Level":5,"Range":"60 feet","School":"Evocation","Target":"A point of your choice within range","Classes":"Bard, Cleric, Druid","Healing":"3d8","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mass Cure Wounds","description":"5th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Name":"Mass Cure Wounds","Level":5,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mass Cure Wounds","description":"Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier . Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mass Cure Wounds","Level":5,"Casting Time":"Action","Components":"V S","data-RangeAoe":"60 ft (30 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mass Cure Wounds","description":"Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Mass Cure Wounds\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mass Cure Wounds\\\",\\\"description\\\":\\\"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.","Level":5,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-RangeAoe":"60 ft (30 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mass Disarm","description":"4th-level abjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You magically disarm creatures, giving you and your allies an upper edge in battle. Choose up to five creatures you can see within range. Each target must succeed on a dexterity saving throw or drop any weapons and shield it is holding. Instead of choosing multiple targets, you can choose to focus this spell’s energy on only one creature you can see within range. If you do so, the target must succeed on a dexterity saving throw or any weapons and shield it is holding teleport to the ground in a space within 5 feet of you.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mass Dominate Person","description":"","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Enchantment","Expansion":32048,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Mass Faerie Fire","description":"You can place up to three 20-foot cubes each centered on a point you can see within range. Each object in a cube is outlined in shimmering blue, green, or violet light (your choice). Any creature in a cube when the spell is cast is also outlined in light if it fails a Dexterity saving throw. A creature in the area of more than one cube is affected only once. Each affected object and creature sheds dim light in a 10-foot radius for the duration. Any attack roll against an affected object or creature has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mass Heal","description":"A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened . This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Name":"Mass Heal","Level":9,"Range":"60 feet","School":"Evocation","Target":"Any number of creatures that you can see within range","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mass Heal","description":"9th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Name":"Mass Heal","Level":9,"School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mass Heal","description":"Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points , divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded , Deafened , and Poisoned conditions removed from them.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mass Heal","Level":9,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mass Heal","description":"Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Healing, Remove Condition","Spell Attack":"None","filter-Level":9,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Mass Heal\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mass Heal\\\",\\\"description\\\":\\\"A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mass Heal","data-description":"A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mass Healing Word","description":"As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Mass Healing Word","Level":3,"Range":"60 feet","School":"Evocation","Target":"Up to six creatures of your choice that you can see within range","Classes":"Cleric","Healing":"1d4","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":60,"data-DurationNum":0,"data-description":"As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d4","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mass Healing Word","description":"3rd-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V Duration : Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Mass Healing Word","Level":3,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mass Healing Word","description":"3rd-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V Duration : Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Mass Healing Word","Level":3,"School":"Evocation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mass Healing Word","description":"Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier . Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mass Healing Word","Level":3,"Casting Time":"Bonus Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mass Healing Word","description":"Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":3,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Mass Healing Word\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mass Healing Word\\\",\\\"description\\\":\\\"Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Mass Healing Word Healing\",\"parent\":\"Mass Healing Word\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"auto\\\",\\\"isTemp\\\":false,\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Mass Healing Word Healing Upcast\",\"parent\":\"Mass Healing Word Healing\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Mass Healing Word","data-description":"Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.","Level":3,"Casting Time":"Bonus Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.","data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mass Hobble Mount","description":"When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Necromancy (Battle)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mass Hobble Mount","description":"When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mass Hobble Mount","description":"3rd-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal Speed without incurring injury. An affected creature that moves more than half its base Speed in a turn takes 4d6 bludgeoning damage.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mass Inflict Wounds","description":"A wave of damaging energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mass Invisibility","description":"8th-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures you can see within range. Until the spell ends, each of those creatures becomes invisible to every creature you didn’t choose. Anything a chosen creature is wearing or carrying is also invisible to each creature that wasn’t chosen, as long as it is on the person of a chosen creature.","properties":{"Category":"Spells","Level":8,"School":"illusion","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mass Leech","description":"You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw . A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to Small or larger creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":23695,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mass Mend","description":"You send a group of medical drones to a point of your choice within range to provide emergency restorative salves. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each creature regains hit points equal to 3d8 + your forging ability modifier. This ability has no effect on automatons or constructs. At Higher Ranks. When you use this power at rank 6 or higher, the healing increases by 1d8 for each rank above 5.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mass Polymorph","description":"9th-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a caterpillar cocoon) Duration : Concentration, up to 1 hour You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mass Renewal","description":"You deliver a regenerative solutions to a group of injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on automatons or constructs.","properties":{"Category":"Spells","Level":9,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mass Repair Metal","description":"As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place. At Higher Levels. Casting mass repair metal as a 6th‑level spell repairs 2d8 + 10 damage.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Clockwork)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mass Shuffle","description":"5th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous Choose any number of creatures you can see within range. Each target switches places with one other target, teleporting out of its current space and into the other target’s space and vice versa. The two targets must be within one size category of each other. A creature can’t be teleported into damaging terrain or into a space it can’t ordinarily occupy. For example, a creature that can’t fly can’t switch places with a flying creature that is in the air, but two creatures that can fly can be switched, regardless if one is in the air. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn’t affected by this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mass Skirmish","description":"7th-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a branch from a tree) Duration: Concentration, up to 10 minutes This spell allows you to enhance the mobility of any number of willing creatures that you can see within range. You bolster each target, enabling them to move easily through enemy formations. For the duration, each target’s speed is increased by 15 feet, is unaffected by nonmagical difficult terrain, and doesn’t provoke opportunity attacks.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mass Suggestion","description":"You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.","properties":{"Category":"Spells","Name":"Mass Suggestion","Level":6,"Range":"60 feet","School":"Enchantment","Target":"Up to twelve creatures of your choice that you can see within range and that can hear and understand you","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"24 hours","Material":"A snake’s tongue and either a bit of honeycomb or a drop of sweet oil","data-List":"false","Components":"V M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":14,"data-description":"You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.","Higher Spell Slot Desc":"When you cast this spell using a 7th-level spell slot, the Duration is 10 days. When you use an 8th-level spell slot, the Duration is 30 days. When you use a 9th-level spell slot, the Duration is a year and a day.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mass Suggestion","description":"6th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration : 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a spe⁠cial activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a 7th-level spell slot, the d⁠uration is 10 days. When you use an 8th-level spell slot, the d⁠uration is 30 days. When you use a 9th-level spell slot, the d⁠uration is a year and a day.","properties":{"Category":"Spells","Name":"Mass Suggestion","Level":6,"School":"Enchantment","Expansion":5,"Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mass Suggestion","description":"You suggest a course of activity (limited to a sentence or two) and psychically influence up to twelve creatures you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a rooftop, immolate itself, or do some other obviously harmful act ends the effect. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of gangers surrender to the first security patrol they run into. If the condition isn’t met before the effect expires, the activity isn’t performed. If you or any of your companions damages a target affected by this power, the power’s effect ends for that target. At Higher Ranks. When you use this power at rank 7, the duration is 10 days. At rank 8, the duration is 30 days. At rank 9, the duration is a full arc-bind (or the equivalent of one year).","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mass Suggestion","description":"Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake’s tongue) Duration: 24 hours You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies . For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target . Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","properties":{"Category":"Spells","School":"Enchantment","Name":"Mass Suggestion","Level":6,"Casting Time":"Action","Components":"V M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mass Suggestion","description":"Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake’s tongue) Duration: 24 hours You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Charmed, Wisdom Save","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Mass Suggestion\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mass Suggestion\\\",\\\"description\\\":\\\"You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, 'Walk to the village down that road, and help the villagers there harvest crops until sunset.' Or you could say, 'Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.'\\\\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).\\\",\\\"level\\\":6,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a snake's tongue\\\"}}\"},{\"name\":\"Mass Suggestion Condition\",\"parent\":\"Mass Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mass Suggestion\\\",\\\"description\\\":\\\"You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you.\\\"}\"},{\"name\":\"Mass Suggestion Attack\",\"parent\":\"Mass Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mass Suggestion\\\",\\\"description\\\":\\\"Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Charmed condition for the duration or until you or your allies deal damage to the target.\\\"}}\"},{\"name\":\"Mass Suggestion Duration Upcast 7\",\"parent\":\"Mass Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"10 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mass Suggestion Duration Upcast 8\",\"parent\":\"Mass Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"30 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mass Suggestion Duration Upcast 9\",\"parent\":\"Mass Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"366 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mass Suggestion","data-description":"You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, 'Walk to the village down that road, and help the villagers there harvest crops until sunset.' Or you could say, 'Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.'\nEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","Level":6,"Casting Time":"Action","Duration":"24 hours","Range":"60 feet","Components":"V M","Material":"a snake's tongue","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","data-CastNum":2,"data-DurationNum":14,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mass Surge Dampener","description":"Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.","properties":{"Category":"Spells","Level":5,"School":"Abjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mass Surge Dampener","description":"Using your strength of will, you protect up to three creatures other than yourself from a chaos magic surge. The protected creatures gain a DC13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or they get advantage on a normally allowed saving throw. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell's effect ends for that creature.","properties":{"Category":"Spells","Level":5,"School":"Abjuration (Ritual; Chaos)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mass Surge Dampener","description":"5th-Level Abjuration (Ritual) Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute, or until expended Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.","properties":{"Category":"Spells","Level":5,"School":"abjuration (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mass Treatment","description":"You medically treat up to six creatures of your choice that you can see within range. Each creature regains hit points equal to 2d8 + your forging ability modifier. This power has no effect on automatons or constructs. At Higher Ranks. When you use this power at rank 3 or higher, the healing increases by 1d8 for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Master Warcraft","description":"You set forth an arcane stratagem and employ it on all creatures within range, allowing you to move them like pieces on a dragonchess board. All creatures within range make a Wisdom saving throw and willing creatures can automatically fail this save. On a failure, you can command the creature to move up to its speed and take the Attack action or the Cast a Spell action. If you command a creature to use the Attack action, it can only attack with a weapon it is currently wielding. If the creature has the Multiattack ability, you can use this instead of the Attack action. If you use the Cast a Spell action, the creature can only cast a cantrip spell it knows. You choose all targets for attacks and spells cast in this way.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Masterful Replication","description":"You create a temporary duplicate of a magical item you touch during the casting time of this spell. The magic item duplicated can be of rare or lower rarity. The duplicate magic item functions identically to the original. If the item requires attunement, you can select one creature that you can touch and attune the item to that creature for the spell’s duration. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the magic item you duplicate with this spell can be of very rare rarity. When you cast this spell using a spell slot of 9th level or higher, the magic item you duplicate with this spell can be of legendary rarity.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Matter Fuse","description":"You step into a solid object or surface made of one of three substances: metal, stone, or plastic. The object or surface must be large enough to fully contain your body, melding yourself and all the equipment you carry with the substance for the duration. Using your movement, you step into the material at a point you can touch. Nothing of your presence remains visible or otherwise detectable by mundane senses. While merged with the substance, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can use esper powers on yourself while merged in the substance. You can use your movement to leave at the point where you entered, which ends the effect. You otherwise can’t move. Minor physical damage to the surface of the substance doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The substance’s complete destruction (or alteration into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Maw of Needles","description":"A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Expansion":5494,"Components":"V S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Maw of Needles","description":"","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Transmutation","Components":"V S","Damage Type":"Piercing","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Maw of Needles","description":"1st-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Maximilian's Earthen Grasp","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a miniature hand sculpted from clay) Duration : Concentration, up to 1 minute You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Maximillian's Earthen Grasp","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a miniature hand sculpted from clay) Duration : Concentration, up to 1 minute You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Transmutation","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Maximize Minimize","description":"8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (50 gp worth of powdered iron, which the spell consumes, and a magnifying glass) Duration: Concentration, up to 1 minute You cause a creature or an object you can see within range to become gigantic or miniscule for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes sizes with it. Any item dropped by an affected creature returns to normal size at once. Maximize. The target becomes Gargantuan. For each size category it increases, its size doubles in all dimensions and its weight multiplies by eight. If there isn’t enough room for the target to become Gargantuan, the creature or object instead attains the maximum size possible in the space available. A creature or object occupying a space required for the creature’s size to expand is shunted to the nearest unoccupied space. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws, and disadvantage on Dexterity (Stealth) checks. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal an extra 3d8 damage. Additionally, for every two size categories the target increases, its walking speed increases by 5 feet. Minimize. The target becomes Tiny. For each size category it decreases, its size halves in all dimensions and its weight is divided by eight. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws, and advantage on Dexterity (Stealth) checks. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 3d8 less damage (this can’t reduce the damage below 1). Additionally, for every two size categories the target decreases, its walking speed is reduced by 5 feet. Size Categories Each size category is listed in order from smallest to largest: Tiny Small Medium Large Huge Gargantuan If you were to target a Tiny creature with the Maximize effect of maximize/minimize in a space that could accommodate a Gargantuan creature, for example, its size increases by five categories, so its dimensions would be multiplied by 32 and its weight would be multiplied by 32,768. Additionally, its speed would increase by 10 feet. The opposite would be true for a Gargantuan creature targeted with the Minimize effect of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Maze","description":"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","properties":{"Category":"Spells","Name":"Maze","Level":8,"Range":"60 feet","School":"Conjuration","Target":"A creature that you can see within range","Classes":"Wizard","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.<br />The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).<br />When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Maze","description":"8th-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","properties":{"Category":"Spells","Name":"Maze","Level":8,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Maze","description":"Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","properties":{"Category":"Spells","School":"Conjuration","Name":"Maze","Level":8,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Maze","description":"Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition","Spell Attack":"None","filter-Level":8,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Maze\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Maze\\\",\\\"description\\\":\\\"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\\\\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\\\\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Maze","data-description":"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","Level":8,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","data-CastNum":2,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Maze, Greater","description":"This spell functions as maze, but the target takes 4d6 psychic damage from traps and other hazards each time it starts its turn in the maze. The damage is halved if the target makes a successful Dexterity saving throw, repeated each round. Escaping this maze is difficult. The target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"Conjuration (Labyrinth)","Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Maze, Lesser","description":"This spell functions as maze, but the target can resist being sent to the extra-dimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Conjuration (Labyrinth)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mechamagic","description":"You touch one item, instilling it with levels of belief worthy of a kobold and granting it one of the following properties, based on the item type, for the duration. Armour. A creature wearing this armour gains 1d4 temporary hit points at the start of each of its turns. Belt. A creature wearing this belt gains a flying speed of 30 feet . Boots . A creature wearing these boots has its walking speed increased by 10 feet and its jump distance tripled. Cloak. A creature wearing this cloak has advantage on Stealth checks it makes to hide and can hide while only lightly obscured. Gloves. A creature wearing these gloves gains a climbing speed equal to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it has advantage on any ability checks it makes related to grappling. Headwear. A creature wearing this headwear doesn’t need to breathe, has advantage on saving throws against being poisoned, and has resistance to poison damage. You can end this spell early by touching the item. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional item for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mechanical Stasis","description":"Choose an automaton or construct that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. At Higher Ranks. When you use this power at rank 6 or higher, you can target one additional automaton or construct for each rank above 5. They must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mechanical Union","description":"You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self‑destruct; giving such an order ends the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Medic’s Commanding Force","description":"3rd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a pinch of herbs, a drop of a tonic or tincture, or other minor medicine) Duration: Concentration, up to 1 minute For the duration of the spell, all allies ignore the effects of a single Injury they suffer from while within 30’ of the caster. Allies choose the Injury they wish to ignore when the spell first takes effect on them. At Higher Levels. When cast using a spell slot of 5th level or higher, the radius is 60' instead.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Medic's Intervention","description":"1st-level abjuration Casting Time: 1 reaction Range: 30 feet Components: V, S Duration: Instantaneous You weave a barrier of magic around your target, taking the brunt of the hit. As a reaction to a creature within range being hit by an attack, that creature gains 10 temporary hit points which last until the end of the current turn. Damage absorbed by these hit points reduces the total damage when determining threshold for Injuries. At Higher Levels. For every spell level above 1st, the target gains an additional 5 temporary hit points.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Medical Unit","description":"You forge a tiny medical drone that moves with you for the duration. You can use your bonus action to administer treatment to one creature within a 30-foot radius around you (including you). The target creature is healed for 2d6 hit points.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Medicinal Mushrooms","description":"Up to ten mushrooms appear in your hand and are infused with magic for the duration. A creature can use its action to eat one mushroom. Eating a mushroom restores 1 hit point, and the mushroom provides enough nourishment to sustain a creature for one day. However, these caps are also hallucinogenic. If a creature willingly eats more than one of these caps in a given day, it is haunted by visions. The hallucinating creature suffers disadvantage to all Strength and Dexterity saving throws and ability checks and automatically fails all Wisdom saving throws.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Melancholic Melody","description":"The air fills with a melancholic tune, otherworldly and disheartening, emanating from a point of your choice within range. Each creature in a 20-foot-radius centered on that point that hears the melody must make a Wisdom saving throw. On a failed save, an affected target becomes frightened for the duration and takes 1d6 psychic damage every round. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. On a successful save that creature is unaffected and is immune to the effects of the spell for 24 hours. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the emenation increases by 10 feet for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Expansion":17604,"Components":"V, S, M ","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Meld into Stone","description":"3rd-Level Transmutation (ritual) Casting Time : 1 action Rang e: Touch Components: V, S Duration : 8 hours You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.","properties":{"Category":"Spells","Name":"Meld into Stone","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Meld into Stone","description":"You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage . You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.","properties":{"Category":"Spells","Name":"Meld into Stone","Level":3,"Range":"Touch","Ritual":"Yes","School":"Transmutation","Target":"A stone object or surface large enough to fully contain your body","Classes":"Cleric, Druid","Duration":"8 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br />While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.<br />Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Meld into Stone","description":"Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage . You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","properties":{"Category":"Spells","School":"Transmutation","Name":"Meld into Stone","Level":3,"Casting Time":"Action or Ritual","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Meld into Stone","description":"Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Meld into Stone\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Meld into Stone\\\",\\\"description\\\":\\\"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. 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If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","Level":3,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"8 hours","Range":"Touch","Components":"V S","data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Melf's Acid Arrow","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S, M (powdered rhubarb leaf and an adder's stomach) Duration : Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Melf's Acid Arrow","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Melf's Acid Arrow","description":"Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Melf's Acid Arrow","Level":2,"Casting Time":"Action","Components":"V S M","Damage Type":"Acid"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Melf's Acid Arrow","description":"Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Acid Damage, Attack vs AC","Spell Attack":"Ranged","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Melf's Acid Arrow\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Melf's Acid Arrow\\\",\\\"description\\\":\\\"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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On a miss, the arrow splashes the target with acid for half as much of the initial damage only.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Melf's Acid Arrow Initial Damage\",\"parent\":\"Melf's Acid Arrow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Melf's Acid Arrow Initial Damage Upcast\",\"parent\":\"Melf's Acid Arrow Initial Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Melf's Acid Arrow Next Round Free Attack\",\"parent\":\"Melf's Acid Arrow Attack\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Melf's Acid Arrow - Next Round\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"On a hit, the target takes 2d4 Acid damage at the end of its next turn.\\\",\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Melf's Acid Arrow Next Round Free Damage\",\"parent\":\"Melf's Acid Arrow Next Round Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Melf's Acid Arrow Next Round Free Damage Upcast\",\"parent\":\"Melf's Acid Arrow Next Round Free Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Melf's Acid Arrow","data-description":"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.","Level":2,"Casting Time":"Action","Duration":"Instantaneous","Range":"90 feet","Components":"V S M","Material":"powdered rhubarb leaf","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":90,"data-AttackType":"Spell Attack","Damage":"4d4","Damage Type":"Acid"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Melf's Minute Meteors","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self Components: V, S, M (niter, sulfur, and pine tar formed into a bead) Duration : Concentration, up to 10 minutes You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Melf's Minute Meteors","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Self Components: V, S, M (niter, sulfur, and pine tar formed into a bead) Duration : Concentration, up to 10 minutes You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Melt Flesh","description":"You disfigure your enemy, melting their muscles, sinews, or flesh and making them weaker and clumsier. Choose a creature that you can see within range. The target creature must make a Constitution saving throw. On a failed save, choose an ability score from Strength, Dexterity, Constitution, or Charisma. The Target creature has disadvantage on ability checks made with the chosen ability score for the duration of the spell.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Memento Mori","description":"You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn. A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Memento Mori","description":"Necromancy cantrip Casting time: 1 action Range: 5 feet Components: v, s Duration: 1 round You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature within range that can see you must succeed on a charisma saving throw or be stunned until the end of its next turn. A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Memento Mori","description":"You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. All creatures that see you must succeed on a Charisma saving throw or be stunned until the end of your next turn. A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Memorize","description":"1st-level enchantment (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a page of written text and a length of silver string worth 10 gp, tied in a knot, which the spell consumes) Duration: Instantaneous While casting this spell, your eyes pass over the words on a page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Memory Thief","description":"4th-Order Metamorphosis Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 1 minute Creatures: Voiceless talker, voiceless talker artillerist You plunder the mind of a creature you can see within 30 feet of you. The target must make an Intelligence saving throw. On a failed save, the target takes 4d10 psychic damage, their proficiency bonus is lowered by 1, and you gain a +1 bonus to attack rolls and your power save DC for the duration. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"Metamorphosis","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Memory Thief","description":"Memory Thief 4th-Order Metamorphosis Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 1 minute Creatures: Voiceless talker, voiceless talker artillerist You plunder the mind of a creature you can see within 30 feet of you. The target must make an Intelligence saving throw. On a failed save, the target takes 4d10 psychic damage, their proficiency bonus is lowered by 1, and you gain a +1 bonus to attack rolls and your power save DC for the duration. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"Metamorphosis","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mend","description":"A creature you touch regains hit points equal to 1d8 + your forging ability modifier. This ability has no effect on automatons or constructs. At Higher Ranks. When you use this power at rank 2 or higher, the healing increases by 1d8 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mend Magic","description":"","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Mend the World Break the World","description":"Mend the World / Break the World Requirements: Level 20 Casting Time: special Range: touch / special Duration: concentration / special Cost: special (minimum 2 WP) Just like a seamstress either mending a garment or ripping it apart, the philosopher can manipulate, repair or destroy the fragile connections between the worlds, especially those of fae and mortals, and the very fabric of the world. In the wrong hands, this power can cause untold destruction as it allows the direct manipulation of the forces of Possibility and Permanence. If one wanted to undo the millennia of work by the Faerie Queens, this is the way. Likewise, if one were to join forces with them, this is the power which could help them finish their work, especially if an entire group of philosophers were to act in unison.On a more practical scale, this power allows the philosopher to open or close (or even destroy) planar passageways and similar reality-defying constructs; recreate, manipulate or destroy the planar technology of the fae (or similar constructs) in general; change the ways the natural world behaves in small locales (the effects of gravity come to mind, for example); and whatever else the player and Game Master can agree on. This is an epic power that works best with poetic thinking, and a willingness to contribute to a satisfying, world-shaking endgame. Casting time and cost should be set by the GM according to the needs of the story, but as a rough guideline use the following: The GM sets the base time at 1 to 5 hours, depending on the difficulty, scale and intricacy of the task. The base cost is time × 2 Weave Points. The player then has the option to modify casting time, range and duration according to the table below: find the step in time, range or duration you want and note the extra cost. Repeat for each category you want to modify and add the costs.Basic range is touch, and basic duration is concentration For example , the philosopher wants to destroy a spatial connection between two fae-built cave systems located in different areas of the world. The GM sets the casting time at 3 hours, which makes the base cost 3 × 2 = 6 WP. Extra Weave Points Casting Time Range Duration 2 10 min. 30 ft. 1 min. 4 1 minute 300 ft. 1 h. 6 1 action sight permanent The player now wants to modify all three categories: casting time, range and duration. He is sorely pressed for time and wants to get it all done in 1 action. Looking at the table, he sees that this step costs 6 WP. As he still has lots of Weave Points left, he decides to step up the range to 30 feet just in case the effect in place was booby-trapped: another 2 WP are added to the cost. Finally, he decides the effort is only worth it if he destroys the passage for good; he makes the effect permanent for another 6 WP. Altogether he has now spent 6 (base) + 6 (time) + 2 (range) + 6 (duration) = 20 Weave Points. The philosopher takes a look at the arcane symbols on the cave walls, concentrates for a moment and annihilates the mystic portal with barely a thought.","properties":{"Category":"Spells","Level":2,"School":"–","Expansion":30058,"Components":"M","Casting Time":"special","data-RangeAoe":"touch / special"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Mending","description":"Transmutation Cantrip Casting Time : 1 minute Rang e: Touch Components: V, S, M (two lodestones) Duration : Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.","properties":{"Category":"Spells","Name":"Mending","Level":0,"School":"Transmutation","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mending","description":"This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.","properties":{"Category":"Spells","Name":"Mending","Level":0,"Range":"Touch","School":"Transmutation","Target":"A single break or tear in an object you touch","Classes":"Artificer, Bard, Cleric, Druid, Sorcerer, Wizard","Duration":"Instantaneous","Material":"Two lodestones","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.<br />This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mending","description":"Transmutation Cantrip Casting Time : 1 minute Rang e: Touch Components: V, S, M (two lodestones) Duration : Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.","properties":{"Category":"Spells","Name":"Mending","Level":0,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mending","description":"Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.","properties":{"Category":"Spells","School":"Transmutation","Name":"Mending","Level":0,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mending","description":"Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Mending\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mending\\\",\\\"description\\\":\\\"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\\\\nThis spell can physically repair a magic item, but it can't restore magic to such an object.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"two lodestones\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Mending","data-description":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\nThis spell can physically repair a magic item, but it can't restore magic to such an object.","Level":0,"Casting Time":"1 minute","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"two lodestones","data-CastNum":4,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mental Lance","description":"3rd-Order Telepathy Power Manifestation Time : 1 action Rang e: 60 feet Duration: Concentration, up to 1 minute Creatur es: Kraken You mentally assail a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and is frightened of you for the duration (save ends at end of turn). On a successful save, the target takes half as much damage and isn’t frightened. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Telepathy","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mental Missive","description":"Choose one creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You use this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone or common metal, any sorium barrier, or 3 feet of wood or glass blocks the effect, but does function around corners and through openings.","properties":{"Category":"Spells","Level":0,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mental Prison","description":"6th-Level Illusion Casting Time : 1 action Rang e: 60 feet Components: S Duration : Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"Illusion","Components":"S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mephitic Croak","description":"You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mephitic Croak","description":"2nd-Level Conjuration Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a dead toad and a dram of arsenic worth 10 gp) Duration: Instantaneous You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mephitic Vapors","description":"You douse a 20-foot radius area centered on a point you can see within range with acrid slime, which remains for the spell's duration. The area becomes difficult terrain, and any creature wholly within the area is blinded and can't take reactions. A creature who starts its turn in the area must succeed on a Constitution saving throw or take 2d8 poison damage and 2d8 acid damage and gain one level of exhaustion. At Higher Levels.. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 poison damage and 1d8 acid damage for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Merchant of Minutes","description":"2nd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a small, empty hourglass) Duration: instantaneous A black corona surrounds a creature you can see within range, stealing time from it and causing it to age. Spectral, black sand flakes away from the corona around the target and settles into the hourglass you are holding. The target must make a constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it ages one hour. On a successful save, the target takes half the damage and doesn’t age one hour. As part of casting this spell or as a bonus action on a subsequent turn but before your next long rest, you can consume this stolen hour of time. Alternatively, you can gift the time to a friendly creature you can see within range. As a bonus action at any point before your next long rest, that creature can consume the stolen time. A creature that consumes the stolen hour of time can expend hit dice to regain hit points as if it had completed a short rest. The creature doesn’t gain any other benefits of a short rest. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and ages the target an additional hour for each slot level above 2nd. The stolen time can be shared with multiple creatures and must be used in 1-hour increments.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mercurius's Curious Clone","description":"9th-level illusion Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous By gathering threads of shadow material from the Shadowfell, you create an illusory duplicate of yourself in an unoccupied space you can see within range. The duplicate is tangible; it occupies its space as if it were a creature and it counts as a creature for the purpose of effects that can target creatures. In combat, the duplicate shares your initiative count, and takes its turns in combat immediately after yours. You control it as you would yourself, though to have the duplicate use a reaction, you must use yours, as well. It looks exactly the same as you do at the moment of its creation, and it appears with a copy of each nonmagical piece of equipment on your person, though a piece of this equipment disappears if it is ever further than 5 feet from the duplicate. The duplicate uses all of your statistics and traits, with the following changes: The duplicate’s hit point maximum is half of yours. The duplicate does not require air, food, water, or sleep, and is immune to the charmed, exhaustion, frightened, petrified, and unconscious conditions. The duplicate has a flying speed of 30 feet, and its movement and actions make no noise unless you choose for them to do so, or a spell or ability requires it to speak or otherwise make noise. You share your powers and abilities with the duplicate. If you have the duplicate cast a spell that requires a spell slot or have it use a feature or trait with a limited number of uses, it expends one of your spell slots or one of your uses of the feature or trait; it has no spell slots or uses of its own. If the duplicate casts a spell or uses an ability that requires it to maintain concentration, you are responsible for maintaining concentration on the effect. The duplicate can’t regain hit points through conventional means. Spells, potions, and class features fail to heal it, though you can use your bonus action and expend a spell slot to cause it to regain 1d8 hit points per level of the expended spell slot. It also regains all of its hit points when you finish a short or long rest. The duplicate can’t attune to magic items, though it counts as being attuned to each magic item to which you are attuned. You can see through the duplicate’s eyes, hear through its ears, and speak through its mouth (no action required by you) for any duration of time. While you use your duplicate’s senses or speak through it, you are deaf and blind with regard to your own senses and are unable to speak from your own mouth. A creature is able to determine that the duplicate is an illusion only through the use of magic, such as the detect magic spell, or if it has truesight. In either case, the creature sees the illusion as translucent, and can see that it is hollow beneath the layer of imagery and shadow material from which it is constructed. If you or your duplicate casts this spell again while you already have a duplicate, the previous duplicate is destroyed. The duplicate is also destroyed if you are ever on a different plane than it, or if it drops to 0 hit points or would be instantly killed, such as through a disintegrate or power word kill spell. You can also have the duplicate destroy itself as an action on its turn. When the duplicate is destroyed, each piece of equipment it appeared with disappears.","properties":{"Category":"Spells","Level":9,"School":"illusion","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mesomorph","description":"8th-level transmutation Casting Time: 1 action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Strength or Constitution check, you can replace the number you roll with a 15. Additionally, you count as one size larger for the purpose of grappling and shoving, as well as determining the weight you can push, drag, or lift.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Message","description":"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.","properties":{"Category":"Spells","Name":"Message","Level":0,"Range":"120 feet","School":"Transmutation","Target":"A creature within range","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"1 round","Material":"A short piece of copper wire","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":2,"data-description":"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.<br />You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Message","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a short piece of copper wire) Duration : 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silen⁠ce, 1 foot of stone, 1 inch of c⁠ommon metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.","properties":{"Category":"Spells","Name":"Message","Level":0,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Message","description":"Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target ) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","properties":{"Category":"Spells","School":"Transmutation","Name":"Message","Level":0,"Casting Time":"Action","Components":"S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Message","description":"Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 turn","data-datarecords":"[{\"name\":\"Message\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Message\\\",\\\"description\\\":\\\"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\\\\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"1 round\\\",\\\"components\\\":{\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a copper wire\\\"}}\"}]","filter-Components":"Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Message","data-description":"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","Level":0,"Casting Time":"Action","Duration":"1 round","Range":"120 feet","Components":"S M","Material":"a copper wire","data-CastNum":2,"data-DurationNum":2,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Metamorphosis","description":"You touch a willing creature and transform it in one of the four ways described below, as you choose: Its race changes to another race of your choice. It loses the racial traits and abilities associated with its former race and gains the traits and abilities associated with its new race. It is no longer proficient in two skills or tools of your choice. Instead, pick two new skills or tools. The creature gains proficiency in those skills or tools. You lower one of its ability scores by 2, or two different ability scores by 1 each, and reallocate the points to increase a different ability score by 2 or two different ability scores by 1 each, to a maximum of 20. You give the creature wings, either birdlike or batlike. It gains a flying speed of 30 feet. Alternatively, you can remove its wings, which takes away an existing flying speed. A creature can be affected by this spell only once a year. If the spell is cast on it again before a year has passed, the casting fails and the spell slot is expended.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Expansion":25357,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Meteor Swarm","description":"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.","properties":{"Category":"Spells","Name":"Meteor Swarm","Save":"Dexterity","Level":9,"Range":"1 mile","Damage":"20d6","School":"Evocation","Target":"Four different points you can see within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":5280,"Secondary Damage":"20d6","data-DurationNum":0,"data-description":"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.<br />The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.","Secondary Damage Type":"Bludgeoning","data-RangeAoe":"1 mile"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Meteor Swarm","description":"9th-Level Evocation Casting Time : 1 action Rang e: 1 mile Components: V, S Duration : Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius s⁠phere centered on each point you choose must make a Dexterity saving throw. The s⁠phere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages o⁠bjects in the area and ignites flammable o⁠bjects that aren’t being worn or carried.","properties":{"Category":"Spells","Name":"Meteor Swarm","Save":"Dexterity","Level":9,"School":"Evocation","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"1 mile"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Meteor Swarm","description":"Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw . A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.","properties":{"Category":"Spells","School":"Evocation","Name":"Meteor Swarm","Level":9,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"1 mile (40 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Meteor Swarm","description":"Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Fire Damage, Bludgeoning Damage","Spell Attack":"None","filter-Level":9,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Meteor Swarm\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Meteor Swarm\\\",\\\"description\\\":\\\"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\\\\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"1 mile\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"40 foot radius\\\"}}\"},{\"name\":\"Meteor Swarm Attack\",\"parent\":\"Meteor Swarm\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Meteor Swarm\\\",\\\"description\\\":\\\"Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 20d6 Fire damage and 20d6 Bludgeoning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"40 foot radius\\\"}}\"},{\"name\":\"Meteor Swarm Fire Damage\",\"parent\":\"Meteor Swarm Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":20,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Meteor Swarm Bludgeoning Damage\",\"parent\":\"Meteor Swarm Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":20,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Meteor Swarm","data-description":"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"1 mile","Components":"V S","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":1,"Save":"Dexterity","Damage":"20d6","Damage Type":"Fire","data-RangeAoe":"1 mile (40 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Miasma","description":"You create a wall of sickly, yellowish green, toxic fumes on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, emits toxic fumes. It deals 8d8 poison damage to each creature that ends its turn within 30 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn. The other side of the wall deals no damage. A creature who takes poison damage from the wall must make a Constitution saving throw or become poisoned for the duration of the spell At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity, Constitution","Level":7,"School":"evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Micro Stabilizer","description":"You attach a programmed nano-device to a creature which applies medication to stabilize them when wounded to a point near death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the technique’s duration ends. If the technique is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, the effect is instead negated against the target, and the technique’s duration ends.","properties":{"Category":"Spells","Level":4,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Might of the Abyss","description":"1st-level evocation Casting Time: 1 action Range: 15 feet Components: V, S, M (a small, black strip of ribbon) Duration: Concentration, up to 1 minute You channel stygian power from an extraplanar source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"15 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mighty Fortress","description":"8th-Level Conjuration Casting Time : 1 minute Rang e: 1 mile Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration : Instantaneous A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.","properties":{"Category":"Spells","Level":8,"School":"Conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"1 mile"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mighty Vessel","description":"8th-level conjuration Casting time: 1 minute Range: 1 mile Components: v, s, m (a golden model of a warship worth at least 500 gp, which the spell consumes) Duration: instantaneous A wooden warship rises from an area of water of your choice that you can see within range. The area of water must be large enough to accommodate the boat, at least 100 feet long, 20 feet wide, and 15 feet deep, and it must be clear of any other boats or structures. Any creatures in the area are harmlessly pushed out of the boat’s space. The warship is a gargantuan vehicle that is 100 feet long and 20 feet wide. The ship has four siege weapons on the deck: two ballistae and two cannons. Below deck is divided into two floors: the lower deck and the hold. Each level of the ship is connected by wooden stairs. Below deck is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 60 people each day. Furnishing, food, and other objects created by this spell crumble to dust if removed from the ship. A crew of forty invisible servants obeys any commands given to it by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The ship and the siege weapons aboard it are all made of wood and metal that can be damaged, but they are immune to poison damage and psychic damage. The hull of the ship has ac 15 and 500 hit points. The ballistae have ac 15 and 50 hit points each. The cannons have ac 19 and 75 hit points each.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"1 mile"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mind Blank","description":"Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.","properties":{"Category":"Spells","Name":"Mind Blank","Level":8,"Range":"Touch","School":"Abjuration","Target":"One willing creature you touch","Classes":"Bard, Wizard","Duration":"24 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":14,"data-description":"Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mind Blank","description":"8th-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : 24 hours Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils Wish s⁠pells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.","properties":{"Category":"Spells","Name":"Mind Blank","Level":8,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mind Blank","description":"Until the effect ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, clairsentient powers, and the charmed condition. The power even defends against cosmic weave and powers or effects of similar ability used to affect the target’s mind or to gain information about the target.","properties":{"Category":"Spells","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mind Blank","description":"Level 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish —can gather information about the target , observe it remotely, or control its mind.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mind Blank","Level":8,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mind Blank","description":"Level 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish —can gather information about the target, observe it remotely, or control its mind.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":8,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Mind Blank\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mind Blank\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Mind Blank Condition\",\"parent\":\"Mind Blank\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mind Blank\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition.\\\"}\"},{\"name\":\"Mind Blank Immunity Charmed\",\"parent\":\"Mind Blank Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Charmed\\\"}\"},{\"name\":\"Mind Blank Immunity Psychic Damage\",\"parent\":\"Mind Blank Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Psychic\\\"}\"},{\"name\":\"Mind Blank Divination Immunity\",\"parent\":\"Mind Blank Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"condition\\\":\\\"Divination Magic\\\",\\\"details\\\":\\\"Until the spell ends, one willing creature you touch is unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mind Blank","data-description":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind.","Level":8,"Casting Time":"Action","Duration":"24 hours","Range":"Touch","Components":"V S","data-CastNum":2,"data-DurationNum":14},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mind Crush","description":"6th-level enchantment Casting Time: 1 action Range: 90 feet Components: None Duration: Concentration, up to 1 minute You psychically reach into a creature’s mind and attempt to crush its consciousness. The target must make an Intelligence saving throw. On a failed save, the target takes 5d10 psychic damage and becomes incapacitated and unable to move or speak for the duration, though it is still aware of its surroundings. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At the end of each of the affected creature’s turns, it can repeat the saving throw, ending the spell for itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Intelligence","Level":6,"School":"enchantment","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mind Exchange","description":"One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies. The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends. The effects of the exchange can be made permanent with a wish spell or comparable magic.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Transmutation (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mind Exchange","description":"3rd-Level Transmutation (Ritual) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a prism and silver coin) Duration: Concentration, up to 8 hours One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies. The exchange lasts until either of the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends. The effects of the exchange can be made permanent with a wish spell or comparable magic.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mind Fracture","description":"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t use powers, activate enhanced items, operate machinery or electronics, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this effect. If it succeeds on its saving throw, the effect ends. The effect can also be ended by cosmic weave, full restore , or major remedy.","properties":{"Category":"Spells","Save":"Intelligence","Level":8,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mind Maze","description":"Choose a creature you can see within range. It must succeed on an Intelligence saving throw or be mentally trapped in an imagined maze of mirrors for the duration. While trapped in this way, the creature is incapacitated, but it imagines itself alone and wandering through the maze. Externally, it appears dazed as it turns in place and reaches out at nonexistent barriers. Each time the target takes damage, it makes another Intelligence saving throw. On a success, the spell ends.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mind Scream","description":"3rd-Order Telepathy Power Manifestation Time : 1 action Rang e: 30 feet Duration: Instantaneous Creat ures: Sair You psionically pierce the mind of each enemy you can see within range. Each target must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is automatically stabilized. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Telepathy","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mind Sliver","description":"Enchantment Cantrip Casting Time : 1 action Rang e: 60 feet Components: V Duration : 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Intelligence","Level":0,"School":"enchantment","Expansion":8257,"Components":"V","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Mind Sliver","description":"Enchantment Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: 1 round You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Enchantment","Name":"Mind Sliver","Level":0,"Casting Time":"Action","Components":"V","Save":"Intelligence","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mind Spike","description":"2nd-Level Divination Casting Time : 1 action Rang e: 60 feet Components: S Duration : Concentration, up to 1 hour You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Divination","Expansion":6,"Components":"S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mind Spike","description":"Level 2 Divination (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw , taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save , you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Divination","Name":"Mind Spike","Level":2,"Casting Time":"Action","Components":"S","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mind Splinter","description":"1st-Order Telepathy Power Manifestation Time : 1 action Rang e: 60 feet Duration: Instantaneous Creatures: Harlo Honeygrin You attempt to erase your image from the mind of a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d6 psychic damage, and you become invisible to them until the start of your next turn. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":1,"School":"Telepathy","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mindstab","description":"As part of the action used to cast this spell, you must make a melee attack with a dagger against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the head of the creature becomes wreathed in psychic energy until the start of your next turn. If the target makes an attack that doesn’t include you as a target, it immediately takes 1d6 psychic damage, and the spell ends. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target, and the damage the target takes for attacking another creature increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.","properties":{"Category":"Spells","Level":0,"School":"enchantment","Expansion":32309,"Components":"S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Miniature Hurricane","description":"3rd-level evocation Casting time: 1 action Range: 60 feet Components: v, s, m (a stone submerged in a jar of seawater) Duration: concentration, up to 1 minute You conjure a miniature hurricane on a point you can see within range. The hurricane forms in a 40-foot-tall cylinder with a 20-foot-radius centered on that point. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is buffeted by rain, ice pellets, and roaring wind and must make a constitution saving throw. On a failed save, a creature takes 3d6 cold damage, and its speed is halved until it leaves the hurricane. On a successful save, a creature takes half the damage, and its speed isn’t reduced. Until the spell ends, the hurricane moves up to 20 feet in a random direction at the start of each of your turns. To determine the direction, roll a d8 and assign a direction to each die face.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Minor Illusion","description":"Illusion Cantrip Casting Time : 1 action Rang e: 30 feet Components: S, M (a bit of fleece) Duration : 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the il⁠lusion becomes faint to the creature.","properties":{"Category":"Spells","Name":"Minor Illusion","Level":0,"School":"Illusion","Components":"S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Minor Illusion","description":"You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence ( Investigation ) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.","properties":{"Category":"Spells","Name":"Minor Illusion","Level":0,"Range":"30 feet","School":"Illusion","Target":"See text","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"1 minute","Material":"A bit of fleece","data-List":"false","Components":"S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":4,"data-description":"You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.<br />If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.<br />If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.<br />If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Minor Illusion","description":"Illusion Cantrip Casting Time : 1 action Rang e: 30 feet Components: S, M (a bit of fleece) Duration : 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the il⁠lusion becomes faint to the creature.","properties":{"Category":"Spells","Name":"Minor Illusion","Level":0,"School":"Illusion","Components":"S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Minor Illusion","description":"Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature . Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object —such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube . The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","properties":{"Category":"Spells","School":"Illusion","Name":"Minor Illusion","Level":0,"Casting Time":"Action","Components":"S M","data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Minor Illusion","description":"Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Minor Illusion\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Minor Illusion\\\",\\\"description\\\":\\\"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\\\\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\\\\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\\\\nImage. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of fleece\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"5 foot\\\"}}\"}]","filter-Components":"Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Minor Illusion","data-description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\nIf a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\nSound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nImage. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","Level":0,"Casting Time":"Action","Duration":"1 minute","Range":"30 feet","Components":"S M","Material":"a bit of fleece","data-CastNum":2,"data-DurationNum":4,"data-RangeNum":30,"data-RangeAoe":"30 ft (5 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Minor Lifesteal","description":"Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on Undead or Constructs. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":26275,"Components":"S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Minor Remedy","description":"You administer treatment to a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mirage Arcane","description":"7th-Level Illusion Casting Time : 10 minutes Rang e: Sight Components: V, S Duration : 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illu⁠sion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illus⁠ion.","properties":{"Category":"Spells","Name":"Mirage Arcane","Level":7,"School":"Illusion","Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mirage Arcane","description":"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.","properties":{"Category":"Spells","Name":"Mirage Arcane","Level":7,"Range":"Sight","School":"Illusion","Target":"Terrain in an area up to 1 mile square","Classes":"Bard, Druid, Wizard","Duration":"10 days","data-List":"false","Components":"V S","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":0,"data-DurationNum":16,"data-description":"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.<br />Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.<br />The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.<br />Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mirage Arcane","description":"Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures . The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.","properties":{"Category":"Spells","School":"Illusion","Name":"Mirage Arcane","Level":7,"Casting Time":"10 minutes","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mirage Arcane","description":"Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Days","data-datarecords":"[{\"name\":\"Mirage Arcane\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mirage Arcane\\\",\\\"description\\\":\\\"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\\\\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\\\\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\\\\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"Sight\\\",\\\"duration\\\":\\\"10 days\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Mirage Arcane","data-description":"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\nThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\nCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.","Level":7,"Casting Time":"10 minutes","Duration":"10 days","Range":"Sight","Components":"V S","data-CastNum":5,"data-DurationNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mire","description":"When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mire","description":"When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts exactly as quicksand (see the GM's rules), but the DC for Strength checks to escape from the quicksand is your spell save DC. A character outside the mire trying to pull another creature free receives a +5 bonus on their Strength check against that DC.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Transmutation (Hieroglyph)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mire","description":"3rd-Level Transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a vial of sand mixed with water) Duration: 1 hour When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mireball","description":"A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw . On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone . On a successful one, it takes half as much damage and is not knocked prone. In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone . A creature moving through the area at half speed doesn’t need to make the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":23695,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"150 ft (15 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mirror Image","description":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight , or if it can perceive illusions as false, as with truesight .","properties":{"Category":"Spells","Name":"Mirror Image","Level":2,"Range":"Self","School":"Illusion","Target":"Self","Classes":"Sorcerer, Warlock, Wizard","Duration":"1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":4,"data-description":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.<br />Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.<br />If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.<br />A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.<br />A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mirror Image","description":"2nd-Level Illusion Casting Time : 1 action Rang e: Self Components: V, S Duration : 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack⁠ instead t⁠argets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an atta⁠ck that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on se⁠nses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.","properties":{"Category":"Spells","Name":"Mirror Image","Level":2,"School":"Illusion","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mirror Image","description":"Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight , or Truesight .","properties":{"Category":"Spells","School":"Illusion","Name":"Mirror Image","Level":2,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mirror Image","description":"Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Mirror Image\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mirror Image\\\",\\\"description\\\":\\\"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\\\\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\\\\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Mirror Image Condition\",\"parent\":\"Mirror Image\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mirror Image\\\",\\\"description\\\":\\\"Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed.\\\"}\"},{\"name\":\"Mirror Image Generic Roll\",\"parent\":\"Mirror Image\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"_label\\\":\\\"Mirror Image\\\",\\\"rollString\\\":\\\"1d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mirror Image","data-description":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\nEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\nA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.","Level":2,"Casting Time":"Action","Duration":"1 minute","Range":"Self","Components":"V S","data-CastNum":2,"data-DurationNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mirror Realm","description":"You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell’s duration, the mirror remains anchored in the plane of origin, where it can’t be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm. The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don’t appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain. Sound passes through the mirror in both directions. Creatures in the mirror realm can see what’s happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can’t cross it at all. You can’t stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa. The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can’t exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog. Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space. If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can’t be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn’t affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Misdirection","description":"You create a brief flash of light, loud sound, or other distraction that interrupts a creature’s attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.","properties":{"Category":"Spells","Level":1,"School":"illusion","Casting Time":"1 reaction, which you take when you see a creature within 30 feet of you make an attack","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Misfortune","description":"You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A remove curse spell ends this effect. Special. If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Necromancy (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Misfortune","description":"6th-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a broken mirror) Duration: Concentration, up to 1 minute You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A remove curse spell ends this effect. Special. If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Misfortune's Mark","description":"Divination cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects, and you knot the threads of the target’s fate with misfortune. When the creature makes an ability check, attack roll, or saving throw before the start of your next turn, you can use your reaction to roll 1d4 and subtract the result from the target’s roll. You can choose to make this reaction after the creature makes the roll, but must do so before the DM declares whether the roll succeeds or fails. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage. The damage increases by 1d8 again at 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mislead","description":"5th-Level Illusion Casting Time : 1 action Rang e: Self Components: S Duration : Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its sens⁠es to using your own, or back again. While you are using its se⁠nses, you are blinded and deafened in regard to your own surroundings.","properties":{"Category":"Spells","Name":"Mislead","Level":5,"School":"Illusion","Expansion":5,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mislead","description":"You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.","properties":{"Category":"Spells","Name":"Mislead","Level":5,"Range":"Self","School":"Illusion","Target":"See text","Classes":"Bard, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":8,"data-description":"You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.<br />You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.<br />You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mislead","description":"Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action , you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.","properties":{"Category":"Spells","School":"Illusion","Name":"Mislead","Level":5,"Casting Time":"Action","Components":"S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mislead","description":"Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Mislead\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mislead\\\",\\\"description\\\":\\\"You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\\\\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\\\\nYou can see through its eyes and hear through its ears as if you were located where it is.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"somatic\\\":true}}\"},{\"name\":\"Mislead Condition\",\"parent\":\"Mislead\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mislead\\\",\\\"description\\\":\\\"You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\\\"}\"},{\"name\":\"Mislead Action\",\"parent\":\"Mislead Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Illusory Double\\\",\\\"description\\\":\\\"As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Mislead","data-description":"You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\nYou can see through its eyes and hear through its ears as if you were located where it is.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Misplace Aggression","description":"3rd-level enchantment Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack against you or one of your allies Range: 60 feet Components: V, S Duration: Instantaneous You attempt to change the target of the attacker’s aggression. The attacker must succeed on a Wisdom saving throw or change the target of its attack to another creature or object of your choice within the weapon or spell’s range. You can force a creature to attack itself this way, though the attacker has advantage on the saving throw if you do so. If the creature failed the saving throw, it must make the maximum number of attacks available to it this turn, and each other attack the attacker makes this turn must target the creature or object you chose if able, otherwise the attacks fail. A creature immune to being charmed is unaffected by this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you make an attack against you or one of your allies","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Misstep","description":"You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment (labyrinth)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Misstep","description":"You gesture to a target that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke Opportunity Attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, bonfire, or off the edge of a cliff, or if the target has already used its reaction.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment (Labyrinth)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Misstep","description":"Enchantment cantrip Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous You gesture to a creature within range that you can see. If the target fails a wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mist of Wonders","description":"2nd-Level Conjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 1 minute A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist. Any 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mist Of Wonders","description":"A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist. Any 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Conjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Misty Step","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Name":"Misty Step","Level":2,"Range":"Self","School":"Conjuration","Target":"Self","Classes":"Sorcerer, Warlock, Wizard","Duration":"Instantaneous","Components":"V","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Misty Step","description":"2nd-Level Conjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Instantaneous Briefly surrounded by silvery mist, you telep⁠ort up to 30 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Name":"Misty Step","Level":2,"School":"Conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Misty Step","description":"2nd-Level Conjuration Casting Time : 1 bonus action Rang e: Self Components: V Duration : Instantaneous Briefly surrounded by silvery mist, you telep⁠ort up to 30 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Name":"Misty Step","Level":2,"School":"Conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Misty Step","description":"2nd-Level Conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Misty Step","description":"Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","properties":{"Category":"Spells","School":"Conjuration","Name":"Misty Step","Level":2,"Casting Time":"Bonus Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Misty Step","description":"Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Misty Step\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Misty Step\\\",\\\"description\\\":\\\"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Misty Step","data-description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","Level":2,"Casting Time":"Bonus Action","Duration":"Instantaneous","Range":"Self","Components":"V","data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Dragon's Might","description":"You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mithral Dragon's Might","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying Speed of 40 feet.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mob Mentality","description":"7th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, madness glows in its eyes. Choose a creature you can see within range that isn’t charmed by you. During each charmed creature’s turn, it uses its speed to move closer to the chosen target if able, and then uses its action to make a melee attack against the chosen target if it’s within range. If the chosen target isn’t within range, the charmed creature instead takes the Dash action to get as close to the chosen target as possible. If the chosen target is dead, the charmed creature can act normally on its turn. On your subsequent turns, you must use your action to maintain control over the charmed creatures or the spell ends. As part of this same action, you can choose a new creature you can see within range that isn’t charmed by you as your chosen target. Each charmed creature can make a Wisdom saving throw at the end of each of its turns. On a success, it ends the spell’s effects on itself.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mockery's Snare","description":"You imbue yourself or one willing creature you touch with the duplicitous power of Dol Azur, laying a trap to ensnare a foe in spectral bindings. The next time the imbued creature is hit with an attack before the spell ends, the attacking creature must make a Wisdom saving throw. On a failed save, the attacking creature takes 3d8 necrotic damage and is restrained until the spell ends. On a successful save, it takes half as much damage, is not restrained, and the spell ends. While restrained by this spell, the restrained creature can repeat the saving throw at the end of each of its turns, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"abjuration","Expansion":21558,"Components":"S, M","Damage Type":"necrotic","Casting Time":"1 bonus action"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Modify Memory","description":"You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).","properties":{"Category":"Spells","Name":"Modify Memory","Level":5,"Range":"30 feet","School":"Enchantment","Target":"One creature that you can see","Classes":"Bard, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.","Higher Spell Slot Desc":"If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Modify Memory","description":"5th-Level Enchantment Casting Time : 1 action Rang e: 3o feet Components: V, S Duration : Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The cha⁠rmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).","properties":{"Category":"Spells","Name":"Modify Memory","Level":5,"School":"Enchantment","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Modify Memory","description":"You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power’s effect ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the effect ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the effect ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed jumping out of an airlock without a suit, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. Using a major remedy or restore pattern power on the target restores the creature’s true memory.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Modify Memory","description":"Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw . If you are fighting the creature , it has Advantage on the save . On a failed save , the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature . A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).","properties":{"Category":"Spells","School":"Enchantment","Name":"Modify Memory","Level":5,"Casting Time":"Action","Components":"V S","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Modify Memory","description":"Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save, Charmed","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Modify Memory\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Modify Memory\\\",\\\"description\\\":\\\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\\\\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\\\\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\\\\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\\\\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).\\\",\\\"level\\\":5,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Modify Memory Attack\",\"parent\":\"Modify Memory\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Modify Memory\\\",\\\"description\\\":\\\"One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Has the Charmed condition.\\\"}}\"},{\"name\":\"Modify Memory Description Upcast 6\",\"parent\":\"Modify Memory\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\\\\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\\\\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\\\\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\\\\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot).\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Modify Memory Description Upcast 7\",\"parent\":\"Modify Memory\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\\\\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\\\\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\\\\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\\\\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. You can alter the target's memories of an event that took place up to 30 days ago (level 7 spell slot).\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Modify Memory Description Upcast 8\",\"parent\":\"Modify Memory\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\\\\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\\\\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\\\\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\\\\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. You can alter the target's memories of an event that took place up to 365 days ago (level 8 spell slot).\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Modify Memory Description Upcast 9\",\"parent\":\"Modify Memory\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.description\\\",\\\"value\\\":\\\"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\\\\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\\\\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\\\\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\\\\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. You can alter the target's memories of an event that took place up to any time in the creature's past (level 9 spell slot).\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Modify Memory","data-description":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mold Earth","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: S Duration : Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Mold Earth","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: S Duration : Instantaneous or 1 hour You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mold Sand","description":"Choose an amount of sand that you can see within range and which fits within a 5-foot cube. You may manipulate it in one of the following ways: You may move the sand and deposit it up to 5 feet away or scatter it across the ground. You may compress the sand into a glass object that will fit within a 5-foot cube. The object may not be longer than 5 feet on any edge. You may compress the sand into a sandstone object that will fit within a 5-foot cube. The object may not be longer than 5 feet on any edge. If you cast this spell multiple times, you can have no more than two of its effects active at a time. You may dismiss any effect as an action, causing the sand to return to its natural state (remaining in its new location if it was moved). ","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Mold Snow","description":"Choose an amount of snow that you can see within range which fits within a 5-foot cube. You may manipulate it in one of the following ways: You may move the snow and deposit it up to 5 feet away or scatter it across the ground. You may compress the snow into an ice object that will fit within a 5-foot cube. The object may not be longer than 5 feet on any edge. You may compress the snow into the shape of a creature or other object to convincingly deceive someone who sees it from further than 100 feet away. The object must fit within a 5-foot cube. If you cast this spell multiple times, you can have no more than two of its effects active at a time. You may dismiss any effect as an action, causing the snow to return to its natural state (remaining in its new location if it was moved). ","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Molecular Agitation","description":"Choose a manufactured object made mostly of either a metallic compound or reinforced plastic, such as a weapon, a suit of medium or heavy reinforced armor, or the casing of an electronic device that you can see within range. You can excite the molecules within the solid object causing it to generate an extreme amount of heat. Larger objects, such as walls, ship hulls, and items attached to larger objects (such as a vehicle’s steering handle) is unaffected by this power. Any creature in physical contact with the object takes 2d8 fire damage when you use this power. Until the effect ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Ranks. When you use this power at rank 3 or higher, the damage increases by 1d8 for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Alteration","Expansion":27051,"Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Moment to Think","description":"Transmutation cantrip (chronomancy) Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something. Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Expansion":26275,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Monsoon","description":"6th-level conjuration Casting time: 1 action Range: self (40-foot radius) Components: v, s Duration: concentration, up to 1 minute You create a dark rain cloud in the shape of a cylinder that is 10 feet tall with a 40-foot radius, centered on the point you can see 100 feet in the sky directly above you. The spell fails if you can’t see a point in the air where the rain cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud remains centered on you in the sky above you, and moving to a place where you don’t have a clear path to the sky ends the spell early. Until the spell ends, heavy rain and hailstones fall in the area within 40 feet of you, pummeling creatures and objects and loosening the ground. Nonmagical fires in the area are extinguished, the area is lightly obscured, and the ground in the area is difficult terrain. Any creature other than you that starts its turn in the area must make a dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Monster Bond","description":"7th-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a scale, tuft of fur, claw, tooth, or other piece of the target’s body gifted to you by the target) Duration: 24 hours You establish a powerful link with one willing creature you touch that is friendly to you or charmed by you. The creature can be any type except humanoid. Until the spell ends, the link is active while you and the target are on the same plane of existence. Through the link, you and the target gain the following benefits: You and the target always know your exact distance from and direction of the other. When you or the target cast a spell targeting only itself, the spell can also affect the other, given that the other is willing. You and the target gain advantage on attack rolls against any creature within 5 feet of the other that the attacker can see. You and the target can communicate telepathically, perfectly understanding each other’s telepathic messages regardless of whether you share a language or the target speaks one. Before the spell ends, you can cast this spell again to maintain the link for another 24 hours, given that the target is still willing to be bonded with you. Doing so doesn’t require you to be within Touch range, though you must be on the same plane of existence as the target. This use of the spell reaffirms your link with the previous target, rather than establishing a link to a different target. The link ends early if you cast this spell targeting a different creature, if either you or the target dies, or if either you or the target uses an action to break the link.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Monstrous Empathy","description":"This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Monstrous Empathy","description":"This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Monstrous Empathy","description":"3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Moon Trap","description":"While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot square area on a flat, stationary surface such as a floor or wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light of its own in darkness. Any creature, except those you designate during the casting of the spell, that touches the glyph must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises. The glyph lasts until the next sunrise, at which time it flares with bright light and anyone trapped inside returns to the space they last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe space.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Abjuration (Labyrinth)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Moon Trap","description":"While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness. Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises. The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Abjuration (labyrinth)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Moon Trap","description":"4th-level abjuration Casting time: 1 hour Range: self Components: v, s, m (powdered silver worth at least 250 gp) Duration: up to 8 hours While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness. Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful wisdom saving throw or be drawn into an inescapable maze until the sun rises. The glyph lasts until the next sunrise, at which time it flares with bright light, and any creatures trapped inside return to the spaces they last occupied, unharmed. If a space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Moon's Respite","description":"You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can’t see the open sky. If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.","properties":{"Category":"Spells","Save":"constitution","Level":5,"School":"abjuration","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Moonbeam","description":"A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage . If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Moonbeam","Level":2,"Range":"120 feet","Damage":"2d10","School":"Evocation","Target":"A 5-foot-radius, 40-foot-high cylinder centered on a point within range","Classes":"Druid","Duration":"Up to 1 minute","Material":"Several seeds of any moonseed plant and a piece of opalescent feldspar","data-List":"false","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.<br />When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.<br />A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.<br />On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.<br />At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","Higher Spell Slot Die":"d10","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Moonbeam","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration : Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylind⁠er. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an actionto move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Moonbeam","Save":"Constitution","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Moonbeam","description":"Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder , and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage , and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder . On a successful save , a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Moonbeam","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Radiant","data-RangeAoe":"120 ft (5 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Moonbeam","description":"Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Radiant Damage","Spell Attack":"None","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Moonbeam\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Moonbeam\\\",\\\"description\\\":\\\"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\\\\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a moonseed leaf\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"5 foot radius, 40 foot high\\\"}}\"},{\"name\":\"Moonbeam Condition\",\"parent\":\"Moonbeam\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Moonbeam\\\",\\\"description\\\":\\\"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range.\\\"}\"},{\"name\":\"Moonbeam Action\",\"parent\":\"Moonbeam Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Moonbeam\\\",\\\"description\\\":\\\"Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Moonbeam Attack\",\"parent\":\"Moonbeam\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Moonbeam\\\",\\\"description\\\":\\\"When the Cylinder appears, each creature in it makes a Constitution saving throw. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder.\\\",\\\"onSucceed\\\":\\\"Takes half as much damage only.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"5 foot radius, 40 foot high\\\"}}\"},{\"name\":\"Moonbeam Damage\",\"parent\":\"Moonbeam Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Moonbeam Damage Upcast\",\"parent\":\"Moonbeam Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Moonbeam","data-description":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S M","Material":"a moonseed leaf","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.","data-CastNum":2,"data-RangeNum":120,"Save":"Constitution","Damage":"2d10","Damage Type":"Radiant","data-RangeAoe":"120 ft (5 ft radius, 40 foot high ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mooneye","description":"2nd-level (hag) necromancy Casting Time: 10 minutes Range: 60 feet Components: V, S, M (rough aquamarine gems worth no less than 50 gp that disintegrate once spell is cast) Duration: 1 hour This spell must be cast in moonlight. The hag casts this spell on undead creatures that are not hostile to her. She can affect twice as many hit dice in undead as her spellcaster level. A green hag , as a 5-th level spellcaster, can cast mooneye on up to 10 hit dice of undead that are not hostile to her. The undead creatures targeted by this spell will have brightly glowing teal lights instead of eyes and a thin teal mist will follow them as they move. Undead under this effect have disadvantage on any attempts to use the Dexterity (Stealth) skill. Undead under the effects of mooneye will radiate bright moonlight out to 20 feet and dim out to 40 feet; spells requiring moonlight will function as long as the caster or target is within 40 feet of an undead creature affected by mooneye. Undead affected by this spell have resistance to radiant damage and their melee attacks inflict an additional 1 radiant damage per hit, but they lose 1 hit point every minute. This damage cannot be prevented while the undead are under this effect. Intelligent undead can make a Constitution saving throw once reduced to 0 hit points to instead be reduced to 1 hit point and no longer affected by mooneye. Those that fail, and undead creatures without intelligence disintegrate once they reach 0 hit points while under the effects of mooneye. This spell will persist even if the hag that cast it dies or travels to another plane of existence. This spell has no effect if cast on hostile undead or targets that are not undead.","properties":{"Category":"Spells","Level":2,"School":"(hag) necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Moonfire","description":"2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (an uncut moonstone gem that is not consumed) Duration: Concentration, up to 1 minute The caster causes teal flames to engulf up to three targets within 60 feet. This spell has no effect on blind creatures, constructs, or the undead. If the targets do not have the fey creature subtype, then these flames are illusionary, and those that make an Intelligence saving throw can ignore the illusionary teal flames. Those that fail must react and take damage as if they were on fire, taking 2 (1d3) fire damage each round. Unlike phantasmal force, this effect is visible to other creatures, as long as they are within 60 feet of the caster. A creature can reattempt its saving throw at the end of its turn, with a success ending the effect. This spell will not burn or damage any equipment or inanimate objects, and a creature reduced to 0 hit points by this spell is incapacitated and succeeds on death saves unless damaged by something else. If a creature with the fey creature subtype is targeted by this spell, then the flames are very real, causing 5 (1d10) radiant damage each round unless they succeed on a Dexterity saving throw. Those that fail will remain burning with radiant teal energy, even if underwater or in an airless environment. A suffering creature can use its action to attempt to stamp out the flames by making another Dexterity saving throw, with a success canceling the effect. Fey creatures with less than 3 hit dice that fail their saving throw will also gain the frightened condition.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Moonlight Charm","description":"You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid remains charmed until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until a full moon rises in the sky. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Moonlight Charm","description":"5th-level enchantment Casting time: 1 action Range: 30 feet Components: v, s Duration: up to 1 month You attempt to charm a humanoid you can see within range. It makes a wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid remains charmed until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until a full moon rises in the sky. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Moonlight Sending","description":"You exhort a fiend to attack a distant foe. After the offering is made, make a spell attack roll to determine which fiend is summoned: d20 Result CR 1-4 Sending fails — 5-8 Wind demon (see Creature Codex ) or quasit 1-2 9-12 Rattok demon (see Creature Codex) or bearded devil 3-4 13-16 Lesser lunar devil (see Chapter 9 ) or vrock 4-6 17-20 Lunar devil (see Tome of Beasts ) or hezrou 8 21+ Alnaar (see Creature Codex ) or horned devil 9-11 Once summoned, you must compel the fiend to seek out a particular creature you choose that is on the same plane of existence as you by making a DC 10 Charisma (Persuasion) check. On a success, the fiend slinks off to its target, usually but not always by night. On a failure, the fiend refuses, and the offering and the bowl are consumed in the casting. The conjured fiend may find that the target is warded or inaccessible or simply difficult to find (whether because of invisibility or some other reason). In this case, you must make a DC 15 Charisma (Persuasion) check. On a success, the fiend returns and demands no further offering, reports its failure, and vanishes. On a failure, the fiend returns and demands another offering. If this is not immediately forthcoming, it attacks you.","properties":{"Category":"Spells","Level":4,"School":"conjuration (fey)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonlight Sending","description":"4th-level conjuration Casting time: 1 action Range: self Components: v, s, m (an offering of gemstones, incense, and fragrant oils worth at least 400 gp, which the spell consumes, set afire in an alabaster bowl) Duration: instantaneous You exhort a fiend to attack a distant foe. After the offering is made, roll a d20 and add your spellcasting ability modifier, then consult the following table to determine which fiend is summoned: d20 Result Cr 1–4 Sending fails — 5–8 Wind demon (see creature codex) or quasit 1–2 9–12 Rattok demon (see creature codex) or bearded devil 3–4 13–16 Crystalline devil (see tome of beasts) or vrock 4–6 17–20 Lunar devil (see tome of beasts) or hezrou 8 21+ Alnaar demon (see creature codex) or horned devil 9–11 Once summoned, you must make a dc 10 charisma (persuasion) check to compel the fiend to seek out a particular creature you choose that is on the same plane of existence as you. On a success, the fiend slinks off to its target, usually but not always by night. On a failure, the fiend refuses, and the offering and the bowl are consumed in the casting. The conjured fiend may find that the target is warded or inaccessible or simply difficult to find (whether because of invisibility or some other reason). In this case, you must make a dc 15 charisma (persuasion) check. On a success, the fiend returns and demands no further offering, reports its failure, and vanishes. On a failure, the fiend returns and demands another offering. If this is not immediately forthcoming, it attacks you.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Moonsphere Meteor","description":"4th-level conjuration Casting time: 1 action Range: 30 feet Components: v, s, m (a small stone sphere polished smooth) Duration: concentration, up to 1 minute You create a 5-foot-diameter sphere of moonrock that slams down on a point you can see within range. Each creature within 5 feet of that point must make a dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 2d8 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the moonrock to appear and slam down on a point you can see within range again. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or radiant damage (your choice) increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Moonward","description":"2nd-level abjuration Casting Time: 1 action Range: 60 feet Components: M (a spherical onyx stone, worth no less than 20 gp, that is not consumed) Duration: Concentration, up to 10 minutes You cast this spell and select a target area within range and a dark grey field, 30 feet in radius, appears. No creature or spell drawing power from the moon or moonlight can penetrate the sphere so long as you concentrate on the spell. Creatures inside the dark globe also have advantage when making saving throws to resist insanity or the effects of horror. A creature that cannot move into the protected area, most lycanthropes for example, can still use ranged weapon attacks but none of their spells or spell-like attacks can penetrate the globe. This spell does not prevent hags from moving into the protected area, but any spell using or affecting moonling will not function. You can move the protecting sphere up to 30 feet at the beginning of your turn, as a bonus action. If you attempt to move the field through a creature or affect drawing power from moonlight then the spell fails.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Mordenkainen's Faithful Hound","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) Duration : 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisib⁠le creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.","properties":{"Category":"Spells","Name":"Mordenkainen's Faithful Hound","Level":4,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mordenkainen's Faithful Hound","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage . On your later turns, you can take a Magic action to move the hound up to 30 feet.","properties":{"Category":"Spells","School":"Conjuration","Name":"Mordenkainen's Faithful Hound","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mordenkainen's Faithful Hound","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions, Force Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Mordenkainen's Faithful Hound\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mordenkainen's Faithful Hound\\\",\\\"description\\\":\\\"You conjure a phantom watchdog in an unoccupied space that you can see within range. 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That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\\\\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a silver whistle\\\"}}\"},{\"name\":\"Mordenkainen's Faithful Hound Condition\",\"parent\":\"Mordenkainen's Faithful Hound\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mordenkainen's Faithful Hound\\\",\\\"description\\\":\\\"You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\\\"}\"},{\"name\":\"Mordenkainen's Faithful Hound Action\",\"parent\":\"Mordenkainen's Faithful Hound Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Faithful Hound\\\",\\\"description\\\":\\\"On your later turns, you can take a Magic action to move the hound up to 30 feet.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Mordenkainen's Faithful Hound Attack\",\"parent\":\"Mordenkainen's Faithful Hound\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mordenkainen's Faithful Hound\\\",\\\"description\\\":\\\"At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 4d8 Force damage.\\\"}}\"},{\"name\":\"Mordenkainen's Faithful Hound Damage\",\"parent\":\"Mordenkainen's Faithful Hound Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Mordenkainen's Faithful Hound","data-description":"You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\nNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\nAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\nOn your later turns, you can take a Magic action to move the hound up to 30 feet.","Level":4,"Casting Time":"Action","Duration":"8 hours","Range":"30 feet","Components":"V S M","Material":"a silver whistle","data-CastNum":2,"data-DurationNum":12,"data-RangeNum":30,"Save":"Dexterity","Damage":"4d8","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mordenkainen's Magnificent Mansion","description":"7th-Level Conjuration Casting Time : 1 minute Rang e: 300 feet Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) Duration : 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.","properties":{"Category":"Spells","Name":"Mordenkainen's Magnificent Mansion","Level":7,"School":"Conjuration","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mordenkainen's Magnificent Mansion","description":"Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10-foot Cubes . The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another creature . Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.","properties":{"Category":"Spells","School":"Conjuration","Name":"Mordenkainen's Magnificent Mansion","Level":7,"Casting Time":"1 minute","Components":"V S M","data-RangeAoe":"300 ft (10 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mordenkainen's Magnificent Mansion","description":"Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Mordenkainen's Magnificent Mansion\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mordenkainen's Magnificent Mansion\\\",\\\"description\\\":\\\"You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\\\\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\\\\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\\\\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\\\\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"300 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a miniature door worth 15+ GP\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"10 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Mordenkainen's Magnificent Mansion","data-description":"You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\nBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\nYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\nA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\nWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.","Level":7,"Casting Time":"1 minute","Duration":"24 hours","Range":"300 feet","Components":"V S M","Material":"a miniature door worth 15+ GP","data-CastNum":4,"data-DurationNum":14,"data-RangeNum":300,"data-RangeAoe":"300 ft (10 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mordenkainen's Private Sanctum","description":"4th-Level Abjuration Casting Time : 10 minutes Rang e: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) Duration : 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination s⁠pells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by d⁠ivination s⁠pells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.","properties":{"Category":"Spells","Name":"Mordenkainen's Private Sanctum","Level":4,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mordenkainen's Private Sanctum","description":"Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision ) through it. Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Name":"Mordenkainen's Private Sanctum","Level":4,"Casting Time":"10 minutes","Components":"V S M","data-RangeAoe":"120 ft (100 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mordenkainen's Private Sanctum","description":"Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Mordenkainen's Private Sanctum\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mordenkainen's Private Sanctum\\\",\\\"description\\\":\\\"You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\\\\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\\\\nSound can't pass through the barrier at the edge of the warded area.\\\\nThe barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\\\\nSensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\\\\nCreatures in the area can't be targeted by Divination spells.\\\\nNothing can teleport into or out of the warded area.\\\\nPlanar travel is blocked within the warded area.\\\\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a thin sheet of lead\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"100 foot\\\"}}\"},{\"name\":\"Mordenkainen's Private Sanctum Upcast 5\",\"parent\":\"Mordenkainen's Private Sanctum\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"200 ft\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mordenkainen's Private Sanctum Upcast 6\",\"parent\":\"Mordenkainen's Private Sanctum\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"300 ft\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mordenkainen's Private Sanctum Upcast 7\",\"parent\":\"Mordenkainen's Private Sanctum\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"400 ft\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mordenkainen's Private Sanctum Upcast 8\",\"parent\":\"Mordenkainen's Private Sanctum\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"500 ft\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Mordenkainen's Private Sanctum Upcast 9\",\"parent\":\"Mordenkainen's Private Sanctum\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.aoe.size\\\",\\\"value\\\":\\\"600 ft\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Mordenkainen's Private Sanctum","data-description":"You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\nSound can't pass through the barrier at the edge of the warded area.\nThe barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\nSensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\nCreatures in the area can't be targeted by Divination spells.\nNothing can teleport into or out of the warded area.\nPlanar travel is blocked within the warded area.\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.","Level":4,"Casting Time":"10 minutes","Duration":"24 hours","Range":"120 feet","Components":"V S M","Material":"a thin sheet of lead","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.","data-CastNum":5,"data-DurationNum":14,"data-RangeNum":120,"data-RangeAoe":"120 ft (100 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mordenkainen's Sword","description":"7th-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Duration : Concentration, up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. Until the spell ends, you can use a b⁠onus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.","properties":{"Category":"Spells","Name":"Mordenkainen's Sword","Level":7,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mordenkainen's Sword","description":"Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier . On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","properties":{"Category":"Spells","School":"Evocation","Name":"Mordenkainen's Sword","Level":7,"Casting Time":"Action","Components":"V S M","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mordenkainen's Sword","description":"Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff, Attack vs AC, Force Damage","Spell Attack":"Melee","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Mordenkainen's Sword\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Mordenkainen's Sword\\\",\\\"description\\\":\\\"You create a spectral sword that hovers within range. It lasts for the duration.\\\\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\\\\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a miniature sword worth 250+ GP\\\"}}\"},{\"name\":\"Mordenkainen's Sword Condition\",\"parent\":\"Mordenkainen's Sword\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Mordenkainen's Sword\\\",\\\"description\\\":\\\"You create a spectral sword that hovers within range. It lasts for the duration.\\\"}\"},{\"name\":\"Mordenkainen's Sword Attack\",\"parent\":\"Mordenkainen's Sword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mordenkainen's Sword Attack\\\",\\\"description\\\":\\\"When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"},\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Mordenkainen's Sword Damage\",\"parent\":\"Mordenkainen's Sword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Mordenkainen's Sword Bonus Action\",\"parent\":\"Mordenkainen's Sword Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Mordenkainen's Sword\\\",\\\"description\\\":\\\"On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Mordenkainen's Sword","data-description":"You create a spectral sword that hovers within range. It lasts for the duration.\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","Level":7,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S M","Material":"a miniature sword worth 250+ GP","data-CastNum":2,"data-RangeNum":90,"data-AttackType":"Spell Attack","Damage":"4d12","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mortal Coil","description":"You create a lash of necrotic energy that strikes one create within range. The target must succeed on a Strength saving throw or be pushed up to 10 feet in a straight line away from you. If this movement is blocked by another creature or it ends the movement within 5 feet of another creature, both creatures take 1d6 necrotic damage. Otherwise, the target takes 1d6 necrotic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Mortal Insight","description":"A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mortal Insight","description":"A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.","properties":{"Category":"Spells","Level":3,"School":"divination","Expansion":5494,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Mortal Insight","description":"3rd-Level Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its Hit Points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mortal's Resolve","description":"You steady the resolve, inspiring them to fight with more determination. For the spell’s duration, bludgeoning, piercing, and slashing damage that the target creature takes from nonmagical weapons is reduced by 2. Additionally, the creature has advantage on death saving throws and treats any death saving throw roll of an 18 or 19 as a 20. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Mortality","description":"Malefic word, divination Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a word that portents doom, and inevitability coils itself around one creature within range. The next time the target is hit by a melee or ranged attack before the end of your next turn, the hit is automatically a critical hit. Baleful Echo (2 vitality): You must select one creature within range that has not been targeted by this malefic word in the last 24 hours. The next time this target is hit by a melee or ranged attack before the end of your next turn, the hit is automatically a critical hit. Feedback: The word returns to whisper your own fate in your ears. The next time you are hit by a melee or ranged attack, the hit is automatically a critical hit. If 24 hours pass without you being hit by an attack, the feedback ends.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Mortality Spear","description":"You launch a lance of green necrotic energies at a single creature within range. Make a ranged spell attack. On a hit, the target takes 10d8 necrotic damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 5th.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Mortiferous Pulse","description":"You summon a bolt of negative energy to stimulate and transmit necrotic pathogens into those that stand before you, decaying their internal viscera. Each creature in a 5-foot-wide , 50-foot-long line extending from you must make a Dexterity saving throw , taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"biomancy* (*can be replaced with necromancy)","Expansion":23695,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (50 ft ⇧)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mosh","description":"Three illusory duplicates of yourself appear in your space and begin to dance in a violent fashion along with you. Until the spell ends, the duplicates move with you and violently dance around you, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three or more duplicates duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Additionally, creatures that move within 5 feet of you, make a melee attack against you, or end their turn within 5 feet of you take 1d6 psychic damage per duplicate you have. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create an additional duplicate for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Mosquito Bane","description":"This spell kills any insect or swarm with fewer than 25 hit points within 50 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for every slot above 1st; thus, a 2nd-level slot kills up to 40 hit points of insects, a 3rd-level slot kills 55, etc., up to a maximum of 85 hit points for a 6th-level slot.","properties":{"Category":"Spells","Level":1,"School":"Necromancy (Rune)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mosquito Bane","description":"This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.","properties":{"Category":"Spells","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mosquito Bane","description":"1st-Level Necromancy Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous This spell kills any insects or swarms of insects within range that have a total of 25 Hit Points or fewer. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of Hit Points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 Hit Points or fewer, and so forth, up to a maximum of 100 Hit Points for a slot of 6th level or higher.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"50 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mote of Hell","description":"","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Components":"V S M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Motivational Speech","description":"3rd-Level Enchantment Casting Time : 1 minute Rang e: 60 feet Components: V Duration : 1 hour You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Enchantment","Expansion":4048,"Components":"V","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Motor Dysfunction","description":"Choose one creature that you can see within range. The target’s motor functions are thrown out of whack and they become disoriented, flailing their arms and stumbling about for the duration. Creatures that can’t be charmed are immune to this power. An affected creature must use all its movement stumbling around without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this power, other creatures have advantage on attack rolls against it. As an action, an affected creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Move Earth","description":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","properties":{"Category":"Spells","Name":"Move Earth","Level":6,"Range":"120 feet","School":"Transmutation","Target":"An area of terrain no larger than 40 feet on a side within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 2 hours","Material":"An iron blade and a small bag containing a mixture of soils—clay, loam, and sand","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":10,"data-description":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.<br />At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.<br />Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.<br />This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.<br />Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Move Earth","description":"6th-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soi ls—c lay, loam, and sand) Duration : Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.","properties":{"Category":"Spells","Name":"Move Earth","Level":6,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Move Earth","description":"Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.","properties":{"Category":"Spells","School":"Transmutation","Name":"Move Earth","Level":6,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"120 ft (40 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Move Earth","description":"Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Hours","data-datarecords":"[{\"name\":\"Move Earth\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Move Earth\\\",\\\"description\\\":\\\"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\\\\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\\\\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\\\\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 2 hours\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a miniature shovel\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Square\\\",\\\"size\\\":\\\"40 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Move Earth","data-description":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 2 hours","Range":"120 feet","Components":"V S M","Material":"a miniature shovel","data-CastNum":2,"data-RangeNum":120,"data-RangeAoe":"120 ft (40 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Move The Cosmic Wheel","description":"You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.","properties":{"Category":"Spells","Save":"Charisma","Level":8,"School":"Conjuration (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Mud","description":"The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mud Pack","description":"This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell. If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.","properties":{"Category":"Spells","Level":1,"School":"conjuration (ritual)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Mud Pack","description":"This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell. If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.","properties":{"Category":"Spells","Level":1,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Mud Pack","description":"1st-Level Conjuration (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a clump of mud) Duration: 1 hour This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell. If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours, and you can target up to ten willing creatures within 30 feet of you.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mudslide","description":"4th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You create and cause a cascade of mud to flow from a point on the ground you can see within range. The mud flows in a direction of your choice in a 30-foot line that is 10 feet wide. Each object in the line that isn’t being worn or carried is buried under 5 feet of mud. Each creature in the line must make a strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is pushed up to half the length of the line in a direction following the line, knocked prone, and buried under the mud. On a successful save, a creature takes half the damage and isn’t pushed, knocked prone, or buried. A buried creature is restrained and unable to breathe or stand up. A buried creature, or a creature within reach of a buried creature, can use its action to make a strength check against your spell save dc. If it succeeds, the buried creature is no longer buried. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the line’s length increases by 5 feet and the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mushroom Apotheosis","description":"You speak the words of power, point at a target within range and from your hands, a massive, fungal forest springs forth, coating any floor, wall and similar surface within half a mile, instantly generating a new fungal forest; you have limited control over the development of this forest. The entire area becomes filled with mushrooms of all varieties. You may roll on the Mushroom Varieties table a number of times equal to your level to determine which mushroom dominate the spread of mushrooms created by this spell. Mushroom Varieties d100 Common Name 01-06 Basidirond 07-12 Fountain of the God 13-18 Funneling Fungi 19-24 Glistening Saucer 25-30 Meaty Mushroom 31-36 Moon Child 37-42 Necroshroom 43-48 Peaceful Giant 49-54 Poison Pods 55-60 Poisonpuff 61-66 Shield Mushroom 67-72 Shriekers 73-78 Tiger Blood 79-84 Twilight Caps 85-90 Violet Fungi 91-96 Yellow Musk Creeper 97-100 caster’s choice “Scrolls and elixirs containing this legendary spell are coveted throughout the Underworld for their ability to instantly create an ecosystem. Dweorg legends tell of battles won with the aid of this surprise terrain and civilizations built on the back of a mushroom apotheosis. There must be something about the nature of mycelium growth that has prevented Upperworld druids from developing similar spells.” —Sage Yuri Statel","properties":{"Category":"Spells","Level":9,"School":"conjuration (ritual)","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"600 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mushroom Mount","description":"You enchant a benign, unintelligent mushroom of Large size or smaller; the fungus uproots itself and attaches to you. Wrapping rhizomorphs envelop your legs and you move as one. Your fused form moves along in short hops that allow you ignore difficult terrain and grants you a climbing speed equal to your walking speed. While fused to a mushroom mount you are immune to the prone condition. When you are hit with a melee attack, you can use your reaction to cause the mushroom mount to expel a cloud of spores that momentarily muddles your assailant’s senses: any additional attacks against you beyond the first from the same creature are made with disadvantage.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Music of the Spheres","description":"You can cast this spell during an uninterrupted short rest while studying your spellbook. Your mind is transported to the outer reaches of the cosmos, and you hear the music of the spheres, composed of melodies by pure magical energies. During the short rest, you can recover a combined level of spell slots equal to your wizard level when using your arcane recovery class ability","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Muted Foe","description":"You touch a nonmagical weapon. The next time a creature hits with the affected weapon before the spell ends, the weapon booms with a thunderous peal as the weapon strikes. The attack deals an extra 1d6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mystic Snake","description":"1st-level Conjuration Casting Time: 1 action Range: Self (60-foot line) Target: Self (60-foot line) Components: V, S, M (a snake skull) Duration: Instantaneous You shape your mystical energies in the form of a shimmering snake; the snake flies outward along the line, then darts back to you. Make a melee spell attack against every enemy in the line. On a hit, the first enemy takes 3d6 poison damage; then each following enemy takes an extra d6 poison damage, up to 5d6. If you hit at least 3 enemies and you don’t miss any attack, you regain the spell slot spent to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and maximum damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Nails of the Believer","description":"1st-level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M Duration: Instantaneous You call upon the holy Inquisition to grant you power. Three magical nails appear on your hand, which you can use to strike your enemies. Make a melee (reach 5 ft.) or ranged (up to Range) spell attack for each nail. On a hit, the target takes piercing damage equal to 1d4 + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional nail for each slot above 1st level.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Naraneus's Fangs","description":"Glowing javelins of poison streak from your hand to four different points you can see within range, leaving vaporous trails of dark green mist that reek of burning skin in their wake. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 poison damage and 20d6 slashing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one poisonous deluge is affected only once. The spell leaves objects in the area poisoned and untouchable, including any items being worn or carried. All creatures affected by the spell are poisoned for 1 round per point of poison damage taken. All items remain poisonous for 1 day or until washed clean.","properties":{"Category":"Spells","Level":9,"School":"evocation","Expansion":5818,"Components":"V, S","Damage Type":"1/2 poison, 1/2 slashing","Casting Time":"1 action","data-RangeAoe":"1 mile"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Nathair's Mischief","description":"2nd-Level Illusion Casting Time : 1 action Rang e: 60 feet Components: S, M (a piece of crust from an apple pie) Duration : Concentration, up to 1 minute You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. Mischievous Surge d4 Effect 1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.","properties":{"Category":"Spells","Level":2,"School":"illusion","Expansion":12314,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Nature's Aegis","description":"Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature’s aegis gives you an Armor Class of 14 + your Dexterity modifier. The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nature's Aegis","description":"1st-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (an area of natural vegetation) Duration: 1 hour Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature’s aegis gives you an Armor Class of 14 + your Dexterity modifier. The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nature's Ladder","description":"You cause a tree to sprout from an unoccupied space of solid ground that you can see within range. When you cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn’t enough room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing. The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the tree by 20 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Nature's Revelation","description":"2nd-level transmutation Can be cast by druids and rangers Casting Time : 1 action Range : 120 feet Compon ents: V, S Duration: Concentration, up to 1 minute This spell causes all plants and animals in the area to pinpoint the location of all hidden or invisible creatures in the area of effect. Tree limbs point, vines pull back bushes, and animals seem to stare intently at the hiding creatures. The effect exists in a 120-foot-radius sphere centered on the spellcaster. While within the affected area, creatures lose any benefits of cover. In addition, you know of the presence and location of any invisible creatures. You can designate up to six creatures who are unaffected by the spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of the spell by 10 feet per level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Nature's Touch","description":"Tier 1 air au gmentation Casting Time: 1 action Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are in the wilds far from civilization (1 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: 1 hour Effects: You gift a willing creature in range with the ability to understand and speak animal speech. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: Choose one additional target within range per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 2 favor: You help the target seem more friendly to animals, granting them advantage on their checks to persuade animals to assist them. 4+ favor: You summon one beast native to your current environment with challenge rating lower than or equal to the favor spent this way. The beast is neither inclined to help nor harm you, but may be convinced to assist through entreaties, threats, or bribes at the GM’s discretion.","properties":{"Category":"Spells","Level":1,"School":"air augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Necrobite","description":"You fill a touched creature with the potency of death. Until the spell ends, the creature’s weapon and unarmed attacks deal an extra 2d6 necrotic damage on a hit.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Necrotic Flame","description":"A necrotic flame descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Expansion":20844,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Necrotic Leech","description":"You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Necrotic Leech","description":"5th-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Necrotic Miasma","description":"Necrotic Miasma Evocation cantrip Casting Time : 1 action Range : 60 feet Components : V, S Duration : Instantaneous A sickly dark essence descends on a creature within range that you can see. The target must succeed a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover on this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Expansion":18098,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Necrotic Wound","description":"You touch a creature and give it a necrotic wound. Make a melee spell attack. On a hit, the creature gains a wound. At the start of each turn of a creature with a wound, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a Constitution saving throw after taking the damage, ending the effect of all such wounds on itself on a success. A creature can have a maximum of three wounds from this spell. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check with a DC equal to your spell save DC, ending the effect of such wounds on it on a success. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Negation Field","description":"You create an immobile, faintly shimmering barrier in a 10-foot radius around you, which remains for the duration. Any esper power of rank 5 or lower used from outside the barrier can’t affect creatures or objects within it, even if the power is activated at a higher rank. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers. At Higher Ranks. When you use this power at rank 7 or higher, the barrier blocks powers of one rank higher for each rank above 6.","properties":{"Category":"Spells","Level":6,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Negative Energy Flood","description":"5th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S, M (A broken bone and a square of black silk) Duration : Instantaneous You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual . If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy","Components":"V M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Negative Image","description":"You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. If the save succeeds, the spell has no effect.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Conjuration (Shadow)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Negative Image","description":"You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Negative Image","description":"2nd-level conjuration Casting time: 1 action Range: 120 feet Components: v, s, m (a piece of reflective obsidian) Duration: instantaneous You create a shadow tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a charisma saving throw. On a successful save, the spell has no effect.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Nerve Gas","description":"You create a 10-foot-radius sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog's area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make an Intelligence saving throw. On a failed saving throw, the creature takes 3d6 psychic damage and becomes stunned until the start of its next turn. On a successful saving throw, the creature takes half as much damage and is not stunned. Creatures are affected even if they hold their breath or don't need to breathe. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 psychic damage for each slot level above 5th.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Nest of Infernal Vipers","description":"3rd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon evil spirits that take the form of a swarm of poisonous snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage and lasts until it drops to 0 Hit Points or the spell ends. The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to the swarm, it moves to attack the nearest creature that is not your ally. The GM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nest Of Infernal Vipers","description":"You summon evil spirits that take the form of a swarm of poisonous snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends. The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to the swarm, it moves to attack the nearest creature that is not your ally. The GM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.","properties":{"Category":"Spells","Level":3,"School":"Conjuration (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nether Weapon","description":"You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nether Weapon","description":"You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn’t before, and it does 2d6 necrotic damage in addition to its normal damage on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn. At Higher Levels . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"void","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Neutralizing Field","description":"","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Expansion":21300,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Neutralizing Field","description":"You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can't gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can't be cast by creatures in the area. Researching the Spell: A character who can cast 5th level spells, knows the Purge Contamination spell, and has created at least 1 dose of Aqua Expurgo may research Neutralizing Field .","properties":{"Category":"Spells","Level":5,"School":"abjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Never Surrender","description":"When the target is reduced to 0 hit points, it can fight looming death to stay in the fight. The target doesn’t fall unconscious but must still make death saving throws, as normal. The target doesn’t need to make a death saving throw until the end of its next turn, but it has disadvantage on that first death saving throw. In addition, massive damage required to kill the target outright must equal or exceed twice the target’s hit point maximum instead. If the target regains 1 or more hit points, this spell ends. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the target doesn’t have disadvantage on its first death saving throw.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V S","Casting Time":"1 reaction, which you take when you or a creature within 60 feet of you drops to 0 hit points."},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Nexus","description":"7th-level conjuration Casting time: 10 minutes Range: touch Components: v, s, m (a platinum thread and needle worth at least 700 gp, which the spell consumes) Duration: 24 hours You conjure up to four magical doorways in a surface you touch. The surface must be large enough to accommodate the doors, which are large enough for a large or smaller creature to pass through. When you cast this spell, choose a nonmagical archway, doorway, or other threshold you have moved through at least once within 100 miles of you for each magical doorway you create. Each magical doorway opens onto the location of its associated nonmagical threshold for the duration. The spell ends early if the surface on which the magical doorways appear is destroyed. When you cast this spell, you can choose a number of creatures equal to your spellcasting ability modifier. You and the chosen creatures are the only creatures able to use the magical doorways. The magical doorways are two-way for such creatures, allowing the creatures to pass between the two locations by moving through the doorways, opening the destination doors if necessary. All other creatures see the magical doorways as door-like outlines or silhouettes in a style of your choice on the surface you touched, and they see and can interact with the nonmagical thresholds at the destinations as if the locations weren’t tied to magical doorways.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Night Psalm","description":"Abjuration Cantrip Casting Time: 1 action Range: Self Components: V, M (a stick of incense) Duration: Concentration, up to 1 minute You chant an ancient psalm, gaining resistance to necrotic and psychic damage for the duration. ","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, M","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Night Terrors","description":"You amplify the fear of darkness that lurks in the heart of all creatures. Select a target point you can see within the spell's range. Every creature within 20 feet of that point becomes frightened of you until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Creatures immune to being frightened are not affected by night terrors.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion (Shadow)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Night Terrors","description":"You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by night terrors.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Night Terrors","description":"4th-Level Illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a crow’s eye) Duration: Concentration, up to 1 minute You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by night terrors.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nightfall","description":"You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.","properties":{"Category":"Spells","Level":3,"School":"Evocation (Ritual; Battle)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Nightfall","description":"You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nightfall","description":"3rd-Level Evocation (Ritual) Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 10 minutes You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.","properties":{"Category":"Spells","Level":3,"School":"evocation (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nightmare of the Waking Wilds","description":"9th-level lair magic (transmutation) Casting Time: 2 weeks Radius: 4 miles Components: V, S, M (A single unprocessed jet stone worth at least 3000 gold pieces, which the spell consumes). Duration: 2 years Wilderness within the radius rapidly overgrows with corruption and a hazy fog rolls in, transforming the landscape into a waking nightmare. Evil plant creatures guard the area, and at night howls and the screams of animals fill the air, making rest impossible. Any creature traveling through the area must make a Wisdom saving throw each hour or lose all its memories of traveling since entering the area. Additionally, any creature that fails its saving throw becomes frightened of the wilderness for 1 hour. While frightened in this way, it can still move in any direction. Creatures attempting to fly over the area (but within the spell’s radius) must make a Dexterity saving throw every minute or be pulled down by long, grasping vines or roots.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"2 weeks (14 days)","data-RangeAoe":"4 miles"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Nimble Dance","description":"3rd-level transmutation Casting time: 1 action Range: touch Components: v, s Duration: 1 minute A creature you touch moves with stunning grace. For the duration, the creature can take the dash or disengage action as a bonus action on each of its turns. If the creature doesn’t use the bonus action granted by this spell during its turn, it becomes evasive until the start of its next turn. While evasive, if it is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Nimbleness","description":"You touch a willing subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nimbleness","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nip at the Heels","description":"You create an illusory pack of wild dogs that bark and nip at a target. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target has disadvantage on ability checks and attack rolls for the duration, as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. A target that is at least 10 feet off the ground (in a tree, flying, etc.) has advantage on the saving throw, staying just out of range of the jumping and barking dogs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Nip at the Heels","description":"","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nip at the Heels","description":"2nd-Level Illusion Casting Time: 1 action Range: 30 feet Components: V, S, M (a dog’s tooth) Duration: 1 minute You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nociceptive Feedback","description":"5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a doll of a humanoid with an accurate representation of the nervous system worth 100GP) Duration: Concentration, up to 1 minute One creature you can see within range must succeed on an Intelligence saving throw or take 8d6 psychic damage and be afflicted with a special Injury of Handicap III severity, “Nociceptive Overload”, as long as the spell lasts. While the creature is Injured in this way, it takes a -1 penalty to ability checks, AC, and saving throws per Injury it suffers from (max -3). Additionally, as an action on each of your turns as long as you are within range of the target, you can automatically deal 6d6 psychic damage to the target. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Components":"V, S, M","Damage Type":"psychic and a special Injury of Handicap III severity","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Nocturnal Transformation","description":"1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (seeds of a flower that blooms only at night) Duration: 24 hours When you touch a willing creature and cast this spell, that creature gains darkvision out to a range of 120 feet. Additionally, that creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight. These effects end when the spell ends.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Nondescript","description":"2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell makes you seem ordinary and nondescript to others, though it doesn’t change your actual appearance. Creatures who see you while you are under the influence of this spell are unable to recall specific details of your appearance upon being asked if they had seen you or someone matching your description, though their memory of actions you undertook or events they experienced is unaffected.","properties":{"Category":"Spells","Level":2,"School":"illusion","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Nondetection","description":"For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.","properties":{"Category":"Spells","Name":"Nondetection","Level":3,"Range":"Touch","School":"Abjuration","Target":"A willing creature, a place, or an object no larger than 10 feet in any direction","Classes":"Bard, Ranger, Wizard","Duration":"8 hours","Material":"A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":12,"data-description":"For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Nondetection","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) Duration : 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any d⁠ivination magic or perceived through magical scrying sensors.","properties":{"Category":"Spells","Name":"Nondetection","Level":3,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Nondetection","description":"For the duration, you hide a target that you touch from extrasensory detection. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any clairsentient powers perceived through forging techniques or forge enhanced detection items.","properties":{"Category":"Spells","Level":3,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Nondetection","description":"Level 3 Abjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8 hours For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature , or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.","properties":{"Category":"Spells","School":"Abjuration","Name":"Nondetection","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Nondetection","description":"Level 3 Abjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8 hours For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Ranger, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Nondetection\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Nondetection\\\",\\\"description\\\":\\\"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of diamond dust worth 25+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Nondetection","data-description":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","Level":3,"Casting Time":"Action","Duration":"8 hours","Range":"Touch","Components":"V S M","Material":"a pinch of diamond dust worth 25+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":12},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Not Dead Yet","description":"You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Not Dead Yet","description":"You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Expansion":5494,"Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Not Dead Yet","description":"4th-Level Necromancy (Ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a cloth doll filled with herbs and diamond dust worth 100 gp) Duration: Concentration, up to 1 hour You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.","properties":{"Category":"Spells","Level":4,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Not This Day!","description":"You mark the target’s body with a unique rune that represents their fate. The rune protects against death from either a specific damage type (slashing, poison, fire, radiant, etc.) or a category of creature (giant, beast, elemental, monstrosity, etc.) that must be named when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or creature, including death saving throws if the attack that dropped the target to 0 hit points is covered by this spell. A character can be under the effect of only a single not this day! rune at one time; a second casting on the same target cancels the preexisting protection.","properties":{"Category":"Spells","Level":5,"School":"Abjuration (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Not This Day!","description":"The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time; a second casting on the same target cancels the preexisting protection.","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Not This Day!","description":"5th-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 Hit Points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time; a second casting on the same target cancels the preexisting protection.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nothing to See Here","description":"1st-level enchantment Casting time: 1 action Range: touch Components: s Duration: 1 hour Creatures relying on eyesight and with a wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a wisdom score of 12 or higher can make a wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally. At higher levels. If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Nourishing Repast","description":"You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten. If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points. If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nourishing Repast","description":"1st-Level Transmutation (Ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: 24 hours You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten. If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points. If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.","properties":{"Category":"Spells","Level":1,"School":"transmutation (ritual)","Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nullify","description":"2nd-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (lead filings) Duration: 1 hour Classes: Bard, Cleric, Druid, Sorcerer, Tamer, Wizard You touch a common or uncommon magic item, temporarily divesting it of its magic. If the item is being held or worn by an unwilling creature, you must make a Dexterity (Sleight of Hand) check contested by the creature’s Dexterity (Acrobatics) or Strength (Athletics) check (its choice). If you succeed, you temporarily suppress the item’s magical properties for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can affect items of higher rarity: rare at 4th level, very rare at 6th level, and legendary at 8th level.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Nystul's Magic Aura","description":"2nd -Level Illusion Casting Time : 1 action Rang e: Touch Components: V, S, M (a small square of silk) Duration : 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the i⁠llusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym⁠bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.","properties":{"Category":"Spells","Name":"Nystul's Magic Aura","Level":2,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Nystul's Magic Aura","description":"Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic . You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.","properties":{"Category":"Spells","School":"Illusion","Name":"Nystul's Magic Aura","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Nystul's Magic Aura","description":"Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic . You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.","properties":{"Category":"Spells","School":"Illusion","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Nystul's Magic Aura\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Nystul's Magic Aura\\\",\\\"description\\\":\\\"With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\\\\nMask (Creature). 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Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\nFalse Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.","Level":2,"Casting Time":"Action","Duration":"24 hours","Range":"Touch","Components":"V S M","Material":"a small square of silk","data-CastNum":2,"data-DurationNum":14},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Oath-Sealing Covenant","description":"1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (two rings) Duration: Special When two creatures make a promise to one another, you seal it with magic and a prayer. If either creature breaks the promise they made, the other immediately knows the promise has been broken and this spell ends. If this spell ends as the result of another spell, both creatures become aware of that fact.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Oathbound Implement","description":"You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon’s damage dice twice, using the lower total. Completing the task ends the spell early. Should you issue a suicidal task, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse , greater restoration , or wish spell also ends it.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Obfuscate","description":"You bend light around a creature you touch making them invisible to others. Anything the target is wearing or carrying is also invisible as long as it is on the target’s person. The effect ends for a target that attacks or uses a talent or technique. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional creature for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Obfuscate Object","description":"While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can't be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended. You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.","properties":{"Category":"Spells","Level":"Cantrip","School":"illusion (shadow)","Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Obfuscate Object","description":"Illusion cantrip Casting time: 1 bonus action Range: touch Components: s Duration: concentration, up to 1 minute While you are in dim light or darkness, you touch an object and cause it to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on dexterity (sleight of hand) checks to hide the object. The object can’t be larger than a shortsword, and it must remain in your pocket, held in your hand, or otherwise on your person or the spell ends. You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Oblivious Technique","description":"1st-level abjuration Casting Time: 1 reaction, which you take when a spellcaster within range targets you with a spell Range: 90 feet Components: V, S Duration: Instantaneous You quickly make a hand sign towards the spellcaster. This spell counters, with no saving throw to resist, any cantrip that the target was casting. If the target is casting a 1st level spell, they must make a Wisdom saving throw or the spell fails as they forget crucial components of casting it. The targeted spell is not consumed and is still available for casting. The target is immune to further oblivious technique for the next hour, regardless of their saving throw results. When you reach 5th level, you can affect 2nd level spells, 11th level (3rd level spells), and 17th level (4th level spells).","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when a spellcaster within range targets you with a spell","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Obtuse","description":"You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Obtuse","description":"Enchantment Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Obviating Shadow","description":"3rd-level necromancy Casting time: 1 action Range: self Components: v, s, m (a piece of coal carved into a humanoid shape) Duration: 1 hour You give your shadow a semblance of life, allowing it to move differently from how nearby light might direct your shadow to move. Until the spell ends, when you take damage, you can use your reaction to prevent the damage to yourself, moving it into the shadow. When the shadow has absorbed 30 damage, it ruptures. You and each creature within 5 feet of you must make a dexterity saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell then ends. At higher levels. When you cast this spell using a spell slot of 4th level or higher, your shadow can absorb 10 more damage for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Octarine Spray","description":"","properties":{"Category":"Spells","Level":7,"School":"Contaminated evocation","Expansion":21300,"Components":"V, S ","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Octarine Sword","description":"When you cast this spell, you gain 1 Contamination Level. You create a sword-shaped plane of contaminated energy that hovers within range. It lasts for the duration or until you cast this spell again. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 4d10 force damage, and the target must make a Constitution saving throw. On a failed save, the target takes an additional 4d6 necrotic damage and gains 1 Contamination Level. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 30 feet to a spot you can see and repeat this attack against the same target or a different one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the force damage increases by 1d10 and the necrotic damage increases by 1d6 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"contaminated evocation","Expansion":29025,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Ocular Necrosis","description":"Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Expansion":29025,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Oculus Blossoms","description":"7th-level divination Casting time: 1 action Range: 30 feet Components: v, s, m (a carved seed) Duration: 24 hours A tiny, magical flower grows in a space you can see within range. The space must be capable of supporting a flower, such as a patch of open ground, a pot of dirt, or similar. The blossom is always of a type natural to the region and is indistinguishable from a normal flower. When you cast this spell, you can create a number of these flowers equal to your spellcasting ability modifier. Each flower must be at least 5 feet away from another such flower. This spell ends if you cast it again before the duration ends. Until the spell ends, you can use an action to see and hear through one of the flowers as if you were in its space, provided you are on the same plane of existence as the flower. While perceiving through a flower, you can use a bonus action to switch your senses to another of the flowers or to end the effect. A creature that can see invisible things (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible eye in place of the flower’s blossom. At higher levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 7 days. If you cast this spell using a spell slot of 9th level or higher, the duration is 30 days.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Omen of the Forge","description":"Damage the triggering weapon attack deals is treated as magical for the purposes of overcoming resistance and it deals an additional 1d10 damage of the same type normally dealt by the weapon.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 reaction, which you take when a creature within range hits with a weapon attack","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Omen of the Hunt","description":"You grant one creature within range a burst of energy when they expend magical energy and the spell is avoided. If the triggering target creature misses with the triggering spell’s spell attack roll or if the triggering spell is saved against and does not generate an effect on a failed saving throw, the caster of the spell regains the spell slot expended on the spell.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when a creature within range casts a spell of 2nd level or lower that targets one creature","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Omen of the Sea","description":"You look through the ever-roiling nature of a creature and analyze its true nature. The triggering creature must make a Charisma saving throw. On a failure, you learn one of the following characteristics of the creature of your choice: Any one ability score and if proficient with that ability score's saving throws Armor Class Current and maximum hit points","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"divination","Expansion":32309,"Components":"V, S","Casting Time":"1 reaction, which you take when a creature within range takes an action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Omen of the Sun","description":"You conjure forward two sun soldiers to protect you after you are attacked. The sun soldiers appear in an unoccupied space adjacent to you. A guard is celestial creatures and disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creatures, which have their own turns. The sun soldiers obey any verbal commands that you issue to them, requiring an action from you if either guard takes an action as a part of following the command. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. See the entry for Sun Soldier for this creature’s statistics.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 reaction, which you take when you are hit by an attack","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ominous Shadow","description":"6th-level necromancy Casting time: 1 action Range: self (60-foot cone) Components: v, s, m (a horn from a creature native to the plane of shadow) Duration: instantaneous When you cast this spell, you extend your shadow out in a 60-foot cone. Each creature in the area must make a constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn’t have disadvantage on attack rolls and saving throws from this spell. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ominous Winds","description":"2nd-level enchantment Casting time: 1 action Range: 60 feet Components: v, s, m (a cracked bone) Duration: concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d8 and subtract the number rolled from the attack roll or saving throw. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Omnious Winds","description":"Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d12 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Oneiromancy","description":"1st-level divination Casting time: 10 minutes Range: touch Components: v, s, m (incense and a bit of mushroom) Duration: concentration, up to 8 hours Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early. During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dreams may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn’t disrupt the target’s long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell. If the target’s sleep is interrupted, this spell ends and must be cast again for the target to experience the dreams again. Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell. This spell has no effect on constructs or undead.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Oor Echo","description":"You shout out arcane words, creating a burst of magical energy that ripples outward from you. Each creature you choose within 40 feet of you must succeed on a Wisdom saving throw or take 8d6 psychic damage, be knocked prone, and lose their ability to cast any spells until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage, isn’t knocked prone, and retains its spellcasting ability (if any).","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oor Sap","description":"You hold a stone in your hand and target a fey or elemental creature or any creature with a spellcasting ability and make a ranged spell attack against that target. On a successful hit, oor sap deals 2d8 necrotic damage and saps 2 Oor from its target, which is stored in the stone for later use. This Oor does not go away after a long rest and will remain in the stone indefinitely until it is used. ","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Open Channel","description":"For the duration, you can transmit your voice and image to an electronic communication device within range. The device must be capable of transmitting your voice and/or image, and must be one that you have seen or touched within the last 24 hours. You can choose to broadcast to the device directly or instead make a call or signal to the device for someone to respond. So long as the communication device has power, your transmission signal is high-quality, glitch free, and immune to signal jamming and interference. You can end the transmission at any time during the duration, which also ends the effect.","properties":{"Category":"Spells","Level":1,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Open Red Portal","description":"You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat in MHH). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing in Midgard or on another plane of existence. If located in Midgard, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Opportunistic Foresight","description":"You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action ","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Opportunistic Foresight","description":"3rd-Level Divination Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Optimizer","description":"You administer a vitality booster to any number of creatures you choose that you can see within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Orb of Chaos","description":"9th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You draw on the forces of chaos and entropy, condensing them into a small orb, and then launching the orb at a point you can see within range. When it is deployed, the orb emits a burst of its energies in a 30-foot radius sphere around it. Each creature within the sphere must make a saving throw, the type of which is determined by rolling a d6. Orb of Chaos Saving Throw d6 Saving Throw 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma A creature takes 10d8 damage on a failed save, or half as much on a successful one. An object that isn’t being worn or carried in the area takes the full damage. A creature also becomes subject to an additional effect on a failed save. The spell’s damage type and additional effect are determined by which number appears most on the damage dice after the roll; if two or more numbers are tied, you choose the damage type and the additional effect from among the tied numbers’ possibilities. For example, If you roll five 1s and five 8s for the spell’s damage roll, you can choose for the spell to deal either acid or thunder damage, and for every creature who failed its saving throw to be either stunned or deafened until the start of your next turn. Orb of Chaos Damage Type Number Damage Type Additional Effect 1 Acid A creature that fails its saving throw is stunned until the start of your next turn. 2 Cold A creature that fails its saving throw is restrained until the start of your next turn. 3 Fire A creature that fails its saving throw is frightened by you until the start of your next turn. 4 Force A creature that fails its saving throw takes an additional 1d8 force damage and is knocked prone. 5 Lightning A creature that fails its saving throw is blinded until the start of your next turn. 6 Poison A creature that fails its saving throw is poisoned until the start of your next turn. 7 Psychic A creature that fails its saving throw is charmed by you until the start of your next turn. 8 Thunder A creature that fails the saving throw is deafened until the start of your next turn. At the start of each of your turns, you can move the orb up to 60 feet. Whether you move it or not, the orb releases a new burst in a 30-foot-radius sphere around it, randomly determining a new saving throw type, damage type, and additional effect using the tables above. If you lose concentration on the spell, it doesn’t end. Instead, you lose control of the orb and it lasts for its remaining duration. At the start of each of your turns after you lose control of the orb, it may or may not move, determined by rolling on the table below. If the orb moves, roll a d12. It moves a number of feet in that direction equal to 5 times the number rolled, stopping if it encounters a solid object, such as the ground or a wall. It then releases a new burst in a 30-foot-radius sphere around it, randomly determining a new saving throw type, damage type, and additional effect using the tables above. Orb of Chaos Direction d8 Movement Direction 1 No movement 2 Up 3 Down 4 North 5 South 6 East 7 West 8 Diagonal; roll twice more on this table, rerolling any 1s or 8s, or any opposite directions, such as if you roll Up and Down. The orb moves on the diagonal of the two directions rolled.","properties":{"Category":"Spells","Save":"Varies","Level":9,"School":"evocation","Components":"V, S","Damage Type":"varies","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Orb of Light","description":"2nd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Orb Of Light","description":"An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Orb Of Light","description":"An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Orros Mark of Fate","description":"If you fail a saving throw, you may choose to succeed instead and then target a creature you can see within 30 feet to suffer the effects of your failed saving throw. You still suffer any effects of a successful saving throw, if any. The new target is entitled to its own saving throw as if it were the original target of the attack but with disadvantage.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V S M","Casting Time":"1 reaction, which you take in response to failing a saving throw","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Orros Mark of Fate","description":"3rd-level necromancy Casting time: 1 reaction, which you take when you fail a saving throw Range: self Components: v, s, m (a small iron shield) Duration: instantaneous You succeed on the triggering saving throw and redirect the effect to a creature you can see within 15 feet of you. The target must make a saving throw with disadvantage against the same effect that triggered this spell, suffering its effects as normal. Regardless whether the target succeeds or fails, you still suffer the effects of a successful saving throw, if any.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 reaction, which you take when you fail a saving throw","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Oscillating Chronology","description":"1st-level transmutation (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (sand from an hourglass) Duration: Instantaneous You touch a nonmagical object that weighs no more than 5 pounds that is neither worn nor carried and cause it to either age forward or backward 5 years. Any natural deterioration that time would cause the object to suffer is either caused or reverted. For example, a rusted iron sword could return to an untarnished state, or a wooden chest could be aged until it is rotting and easily broken. If the number of years would cause the object to become unmade for any reason, the object instead ages forward or backward as far as it can while still remaining an intact object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the number of years the object can be aged and the maximum weight of the object increase by 5 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Osseous Cage","description":"Osseous Cage 3rd-level conjuration (druid, warlock, wizard) Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V, S Duration: 10 minutes You cause a cage of cartilage and bones to erupt from the ground that surrounds a 10-foot-radius sphere centered on you. The bones are thick and provide three-quarters cover to creatures inside and outside. When you or any other creature attempts to pass through the cage, you can use your reaction to let them through. Large or Larger creatures cannot enter the cage, and are pushed to the nearest unoccupied space if they are within the cage’s area when it first appears. The osseous cage has AC 12, 100 hit points, and vulnerability to bludgeoning damage. If you cast this spell again while you already have a cage summoned, the previous cage turns to dust. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cage has an additional 20 hit points for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Osseous Impalement","description":"Osseous Impalement 3rd-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a calcified bamboo stick) Duration: Concentration, up to 1 minute Massive bone spikes sprout under up to four creatures on the ground of your choice you can see within range. They must succeed on a Dexterity saving throw or take 3d10 piercing damage and be impaled by the spike, becoming restrained and held aloft 5 feet in the air for the duration. A creature restrained in this way takes 1d10 piercing damage at the start of each of its turns. A creature can use its action to make an Athletics check contested by your spell save DC, breaking the bone spike and freeing itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and ongoing) increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Osteophagia","description":"Osteophagia 9th-level conjuration (warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous The most lethal osteomantic power. You can cause the skeleton of a creature to liquefy in a matter of seconds, causing the body to collapse in on itself. Choose a creature within your reach; it must succeed on a Constitution saving throw or die. A successful save prevents the death by skeletal collapse, but the creature still takes 10d6 necrotic damage. Creatures without bones and creatures whose CR or character level is equal to or higher than the caster’s CR or character level are immune to this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"conjuration","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Otherworldly Blades","description":"2nd-level Conjuration Range: Self (10 ft radius) Components: V, M Duration: Instantaneous You can move one or more of your portals to an empty spot on the ground that you can see within range. Then, choose one of your portals; each enemy within 10 ft. of it is pierced by otherworldly blades of energy, emerging through the portal from the Plane of Darkness. Each enemy in the area must make a DEX SAVE or suffer 3d6 cold damage as the warmth is sapped from their bodies and their speed becomes 0 until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect. The range for this spell increases to match your Portal Conjurer feature range.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Otherworldly Gaze","description":"Otherworldly Gaze 2nd-level divination (bard, druid, ranger) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You tap into the eldritch forces of the universe, gaining heightened senses and the ability to see beyond the veil of reality. For the duration, your eyes turn black and you gain the following benefits: You have advantage on Perception checks. You can automatically sense the presence of eldritch creatures within 120 feet of you, including aberrations, celestials, and fiends. You can see the true form of any shapechanger or creature that is transformed by magic within 30 feet of you. If you are blind, you regain sight for the duration of this spell.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Otiluke's Freezing Sphere","description":"6th-Level Evocation Casting Time : 1 action Rang e: 300 feet Components: V, S, M (a small crystal sphere) Duration : Instantaneous A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Otiluke's Freezing Sphere","Save":"Constitution","Level":6,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Otiluke's Freezing Sphere","description":"Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere . Each creature in that area makes a Constitution saving throw , taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Evocation","Name":"Otiluke's Freezing Sphere","Level":6,"Casting Time":"Action","Components":"V S M","Damage Type":"Cold","data-RangeAoe":"300 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Otiluke's Freezing Sphere","description":"Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Cold Damage, Restrained","Spell Attack":"Ranged","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Otiluke's Freezing Sphere\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Otiluke's Freezing Sphere\\\",\\\"description\\\":\\\"A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\\\\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. 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On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the s⁠phere can breathe there. The s⁠phere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the s⁠phere damage anything outside it. The s⁠phere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the s⁠phere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.","properties":{"Category":"Spells","Name":"Otiluke's Resilient Sphere","Level":4,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Otiluke's Resilient Sphere","description":"Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing—not physical objects , energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage , and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures . A Disintegrate spell targeting the globe destroys it without harming anything inside.","properties":{"Category":"Spells","School":"Abjuration","Name":"Otiluke's Resilient Sphere","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Dexterity"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Otiluke's Resilient Sphere","description":"Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. 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A Disintegrate spell targeting the globe destroys it without harming anything inside.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Otiluke's Resilient Sphere\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Otiluke's Resilient Sphere\\\",\\\"description\\\":\\\"A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\\\\nNothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. 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While the target is affected by this spell, other creatures have advantage on a⁠ttack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.","properties":{"Category":"Spells","Name":"Otto's Irresistible Dance","Level":6,"School":"Enchantment","Expansion":5,"Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Otto's Irresistible Dance","description":"Level 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can see within range must make a Wisdom saving throw . On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed , the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save , ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Name":"Otto's Irresistible Dance","Level":6,"Casting Time":"Action","Components":"V","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Otto's Irresistible Dance","description":"Level 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Charmed, Wisdom Save","Spell Attack":"None","filter-Level":6,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Otto's Irresistible Dance\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Otto's Irresistible Dance\\\",\\\"description\\\":\\\"One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\\\\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Otto's Irresistible Dance Attack\",\"parent\":\"Otto's Irresistible Dance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Otto's Irresistible Dance\\\",\\\"description\\\":\\\"One creature that you can see within range must make a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.\\\",\\\"onSucceed\\\":\\\"The target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\\\"}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Otto's Irresistible Dance","data-description":"One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Outflanking Boon","description":"This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Outflanking Boon","description":"This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion (Battle)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Outflanking Boon","description":"3rd-Level Illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Outmaneuver","description":"When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature’s movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn’t interrupt your ally’s opportunity attack, which happens before the effects of this spell.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"S","Casting Time":"1 reaction, which you take when a creature within 30 feet of you provokes an opportunity attack"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Overclock","description":"You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and then its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Transmutation (Clockwork)","Components":"V S M","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Overexertion","description":"You target a creature within range and drain the energy from your own blood, and transfer it to the target. The target gains temporary hit points equal to your hit point maximum and you gain two levels of exhaustion","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"120 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Oversized Paws","description":"Until this spell ends, the hands and feet of one willing creature within range become oversized and more powerful. For the duration, the creature adds 1d4 to damage it deals with its unarmed strike. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Overwhelming Greed","description":"You fill the target with a dragon’s greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary. Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Overwhelming Greed","description":"4th-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a gold piece) Duration: 1 hour You fill the target with a dragon’s greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary. Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Pacify","description":"You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power’s effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Painful Bolt","description":"Necromancy cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a rusted iron fishhook) Duration: Instantaneous You make a ranged spell attack roll against a creature you can see in range. On a hit, the target takes 1d4 psychic damage, and has their Injury threshold reduced by 5 (to a minimum of 5) until they receive an Injury or until the end of your next turn, whichever comes sooner. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The Injury threshold reduction increases to 10 when you reach 11th level.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Palliative Censure","description":"2nd-level enchantment Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute Choose a creature you can see within range. The target must succeed on a wisdom saving throw or be cursed for the duration. While cursed, each time the target deals damage with an attack, the damage is halved, and a creature you can see within 30 feet of the cursed target regains hit points equal to that amount immediately after the attack’s damage is dealt.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Panacea","description":"Abjuration cantrip Casting time: 1 action Range: touch Components: v, s Duration: 1 round You touch a creature suffering from exhaustion or a poison or disease. Until the start of your next turn, the effects of the exhaustion, poison, or disease are suppressed. This spell doesn’t cure the exhaustion, poison, or disease, but it temporarily halts the effects. For example, panacea wouldn’t prevent a poison from continuing to deal damage each round, but it would temporarily pause a reduction to an ability score caused by that poison. After a creature has benefited from this spell for 1 minute (10 rounds), it can’t be affected by this spell again until it finishes a long rest.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Pandemic","description":"You infect one creature you can see within range with a deadly and highly infectious disease which lasts until it is cured by Greater Restoration , Heal or Wish . Other spells and magical effects which remove diseases fail to cure the infection caused by this spell. While infected, a creature must make a Constitution saving throw at the start of each of its turns. On a failed saving throw, it takes 10d8 necrotic damage and becomes incapacitated until the start of its next turn. On a successful save, it takes half as much damage and is not incapacitated. An infected creature must make the saving throw at the start of each of its turns until it dies or is cured. A creature who starts its turn within 10 feet of a creature infected by this spell must make a Constitution saving throw. On a failed saving throw, that creature contracts the infection. When you cast the spell, you can choose yourself and up to eight other creatures to be unaffected by the infection caused by this casting of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Panic Attack","description":"You speak words filled with enchantment magic that raise the anxiety in a creature. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw. On a failure, the creature cannot take reactions until the start of your next turn and the next attack roll made against it before the start of your next turn is made with advantage.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Pappavic’s Lash","description":"You transform the material of a whip you are holding into a long, vine-like thorny whip. For the duration, you are considered proficient with whips and you can use your spellcasting ability instead of Strength or Dexteriy for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already and the weapon can be used to make attacks against creatures or objects within 15 feet of you and you can pull a hit target 10 feet towards you. Additionally, you can connect the whip to structure (such as a branch or a chandelier) as an action. You can then use the whip as a swing or rope and can break the connection as a free action. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Pappavic’s Miasma","description":"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature is poisoned on a failed save. The poisoned condition ends if the creature ends its turn outside of the fog. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Paradox","description":"9th-level transmutation (chronomancy) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous By twisting the flow of time into knots, you cause one action of your choice taken within range within the last round to be undone. Reality then reasserts itself, recoiling from the damage caused by removing an event from time. The direct effects of that action, such as damage dealt by an attack or spell, are undone, but the indirect effects, such as creatures choosing to move to different locations, are not. The creature that took the action takes 10d8 psychic damage, as it copes with its history being modified.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Expansion":26275,"Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Paragon of Chaos","description":"8th-Level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Paragon Of Chaos","description":"You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.","properties":{"Category":"Spells","Level":8,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Paragon Of Chaos","description":"You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature you can see within 60 feet as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster.","properties":{"Category":"Spells","Level":8,"School":"Transmutation (Chaos)","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Parallectric Feedback","description":"You cause the spell energy used by a creature within range that is casting a spell to have a backlash effect. As a part of casting the spell, the creature takes 1d6 lightning damage for each level of the spell cast. If the spell cast is a cantrip, the creature takes no damage from this spell.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"S","Damage Type":"lightning","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Paralyzer","description":"You generate an electrical stun net over a target of your choice. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional humanoid for each rank above 2. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Part and Parcel","description":"3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (wax and a seal) Duration: Instantaneous You touch a nonmagical object that weighs up to 10 pounds and magically transport it to a creature with which you are familiar. The creature realizes you are the sender if it knows you and has the opportunity to reject the object before it arrives. If an object is rejected, you immediately become aware of that fact and it remains where it was when you cast this spell. You can send the object across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 10 percent chance that the object appears in a random location somewhere else in the multiverse instead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum weight of the object increases by 10 pounds for each slot level above 3rd. When you use a spell slot of 6th level or higher, the object can be magical and the maximum weight of the object equals 10 × the slot level.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Part Clouds","description":"6th-level conjuration Casting time: 1 minute Range: self (1-mile radius) Components: v, s, m (a sun-bleached wind instrument carved from wood) Duration: concentration, up to 1 hour The clouds miraculously part within 1 mile of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast this spell, nonmagical smoke, clouds, fog, and other obscuring mists, including the clouds in the sky, disperse in the area. Magical smoke, clouds, fog, and other obscuring mists disperse after 1 minute in the area. Until the spell ends, you can’t become lost while you travel, and the area is filled with bright sunlight if it is day or dim light if it is night.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self (1-mile ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Part Clouds","description":"Transmutation cantrip (hag) Casting Time: 1 action Range: Sight Components: V, S, M (thick smoke from any source and a dagger or other blade) Duration: Instantaneous A hag uses this cantrip to tear a small hole in the clouds, which illuminates her in moonlight if cast at night. Hags use this cantrip to create moonlight for some of their spells and rituals need natural moonlight in order to work. A hag could also use this cantrip to illuminate herself in sunlight if this spell is cast during the day. This spell will part nonmagical clouds or thick smoke within sight of the caster. The caster can pierce a large enough hole in the clouds or fog to reveal the sun, moon, or stars to those on the ground who are within 100 hundred feet of the caster. This spell can also move up to 100 cubic feet of nonmagical cloud, fog, or smoke a maximum of 60 feet. If this spell is cast on a creature mostly made of air, clouds, fog, or mist, then the creature must make a Constitution saving throw or be moved 10 feet away from the caster. A creature, moved in this way is immune to part clouds for 24 hours. This spell moves a susceptible creature further when you reach 5th level (20 feet), 7th level (30 feet), 9th level (40 feet), and 11th level (50 feet).","properties":{"Category":"Spells","Level":0,"School":"(hag) transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Pass without Trace","description":"A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.","properties":{"Category":"Spells","Name":"Pass Without Trace","Level":2,"Range":"Self","School":"Abjuration","Target":"Self","Classes":"Druid, Ranger","Duration":"Up to 1 hour","Material":"Ashes from a burned leaf of mistletoe and a sprig of spruce","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":8,"data-description":"A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pass without Trace","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration : Concentration, up to 1 minute A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.","properties":{"Category":"Spells","Name":"Pass Without Trace","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Pass without Trace","description":"You create a cloaking field, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by means of an esper power. A creature that receives this bonus leaves behind no physical signature, tracks, or other traces of its passage.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pass without Trace","description":"Level 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","properties":{"Category":"Spells","School":"Abjuration","Name":"Pass without Trace","Level":2,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pass without Trace","description":"Level 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Pass without Trace\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Pass without Trace\\\",\\\"description\\\":\\\"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"ashes from burned mistletoe\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"30-foot\\\"}}\"},{\"name\":\"Pass without Trace Condition\",\"parent\":\"Pass without Trace\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Pass without Trace\\\",\\\"description\\\":\\\"You radiate a concealing aura in a 30-foot Emanation for the duration. 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While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S M","Material":"ashes from burned mistletoe","data-CastNum":2,"data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Passwall","description":"A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","properties":{"Category":"Spells","Name":"Passwall","Level":5,"Range":"30 feet","School":"Transmutation","Target":"A point of your choice that you can see on a wooden, plaster, or stone surface within range","Classes":"Wizard","Duration":"1 hour","Material":"A pinch of sesame seeds","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":9,"data-description":"A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.<br />When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Passwall","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration : 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","properties":{"Category":"Spells","Name":"Passwall","Level":5,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Passwall","description":"Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","properties":{"Category":"Spells","School":"Transmutation","Name":"Passwall","Level":5,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Passwall","description":"Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Passwall\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Passwall\\\",\\\"description\\\":\\\"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\\\\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of sesame seeds\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Passwall","data-description":"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\nWhen the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.","Level":5,"Casting Time":"Action","Duration":"1 hour","Range":"30 feet","Components":"V S M","Material":"a pinch of sesame seeds","data-CastNum":2,"data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Path to Inner Peace","description":"Tier 1 wat er mending Casting Time: 1 action Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: Instantaneous Effects: You call upon palliative water spirits to soothe the wounds of one creature within range. If it has 0 hit points, it immediately stabilizes. If that creature has 1 or more hit points, it can spend and roll 1 Hit Die. It immediately regains hit points equal to the result + its Constitution modifier. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1+ favor: You increase the range by +10 feet per favor spent this way. 2 favor: You call upon the water spirits to mend cuts and bruises. Your target regains additional hit points equal to 1d4 + your invocation ability modifier. If your target’s current hit points are lower than or equal to half of its maximum hit points, it regains hit points equal to 1d8 + your invocation ability modifier instead. 3 favor: You call upon the water spirits to mend serious gashes and sprains. Your target regains additional hit points equal to 2d4 + your invocation ability modifier. If your target’s current hit points are lower than or equal to half of its maximum hit points, it regains additional hit points equal to 2d8 + your invocation ability modifier instead. 4 favor: You call upon the water spirits to mend deep injuries and deadly cuts. Your target regains hit points equal to 3d4 + your invocation ability modifier. If your target’s hit points are lower than or equal to half its maximum hit points, it regains additional hit points equal to 3d8 + your invocation ability modifier instead.","properties":{"Category":"Spells","Level":1,"School":"water mending","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Peal of Thunder","description":"","properties":{"Category":"Spells","Save":"Constitution ","School":"Evocation","Expansion":32048,"Components":"S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Penance","description":"3rd-level Abjuration School: Abjuration Casting Time: 1 action Range: Touch Components: V, S, M Duration: Instantaneous You grant penance and forgiveness to a touched creature. This removes any curses, conditions and up to 1 exhaustion level. Once a creature benefits from this spell they can not do so again for 1 day.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Pendulum","description":"You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (clockwork)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pendulum","description":"You give the target creature a degree of regularity in its motions and fortunes. If the target fails a Wisdom saving throw, then for the duration of the spell it doesn't make d20 die rolls but instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Pendulum","description":"1st-Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Peppermint Plate","description":"A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC a nd if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":23695,"Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Peregrination","description":"Cast this spell at the beginning of traveling with up to 6 target creatures you can see within range. Traveling at a normal or slow pace is considered light and non-strenous activity for the purposes of taking a short or long rest. If the travel is uninterrupted, creatures that would require sleep or downtime (from traits like an elf’s trance racial feature) are considered to have rested.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Expansion":32309,"Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Perfect Judge","description":"Perfect Judge Requirements: Level 2 Casting Time: reaction Range: 150 feet Duration: instantaneous Cost: 1 WP Using his uncanny powers of observation, the artist can predict an observed person’s next action and either impose a penalty of 1d4 on the opponent’s action or receive a bonus of 1d4 for his opposing action if appropriate.The penalty or bonus becomes 1d6 at level 5, 1d8 at level 10 and 1d10 at level 15.","properties":{"Category":"Spells","Level":1,"School":"–","Expansion":30058,"Components":"M","Casting Time":"reaction","data-RangeAoe":"150 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Perfect Recall","description":"Perfect Recall Requirements: Level 1 Casting Time: 1 action Range: self Duration: instantaneous Cost: 1 WP The artist has perfect recall of any specific occurrence he or she has personally witnessed, including all senses (sound, smells, sights, touch) or any person or object he has ever seen.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Perforating Smite","description":"The next time you make an attack with a blaster before this spell ends, the shot is charged with an incredible amount of power. Instead of making an attack roll against a single target, the shot becomes a 5-foot wide line that extends from you out to the weapon’s normal range. Each creature in that line must make a Dexterity saving throw. A creature takes the weapon’s normal damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Level":2,"School":"evocation","Expansion":9634,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Perforating Smite","description":"2nd-level evocation (renaissance) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make an attack with a firearm before this spell ends, the shot is charged with an incredible amount of power. Instead of making an attack roll against a single target, the shot becomes a 5-foot-wide line that extends from you out to the weapon’s normal range. Each creature in that line must make a Dexterity saving throw. A creature takes the weapon’s normal damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Expansion":26275,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peripheral Fungi","description":"You grow miniature audire boletus around your ears. They instantly adapt to the contours of sound waves from where you are standing when the spell is cast, granting you blindsight with a reach of 10 feet. Whenever you move more than 5 feet in a given round, you lose this blindsight until you stand still for one round and let the fungi readjust. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the range of your blindsight by 10 feet for each spell slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Permanency","description":"This spell makes certain other spells you cast on yourself permanent. Choose a spell of 5th level or lower that you can cast, has a duration of 1 minute or longer, a casting time of 1 hour or shorter, and can target you. You cast that spell as part of casting permanency , expending spell slots for both. The spell cast with permanency takes effect immediately and lasts until dispelled. Spells made permanent in this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both that spell and permanency are dispelled and vice versa. You can only be affected by one permanent spell at a time.","properties":{"Category":"Spells","Level":8,"School":"enchantment","Components":"V S M","Casting Time":"1 hour"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Personal Sentry","description":"You create a small pack of tiny stealth drones to protect you. They hover around you to a distance of 15 feet for the duration. When you use this power, you can designate any number of creatures you can see to be unaffected by the drones. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage from the drones’ weapon fire. On a successful save, the creature takes half as much damage. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d8 for each rank above 3.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Perun's Doom","description":"A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and thrown 50 feet upward into the air. If a creature hits a solid obstruction, such as a stone ceiling, when it’s thrown upward, it takes bludgeoning damage as if it had fallen (50 feet – the distance it’s traveled upward). For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen (50 feet – 10 feet =) 40 feet, or 4d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Evocation (Rothenian)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Perun's Doom","description":"A powerful wind flows from your outstretched hand to a point you choose within range and then explodes with a low roar into a vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, a target takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and then thrown 50 feet into the air. If an affected creature hits a solid obstruction, such as a stone ceiling, it takes 1d6 bludgeoning damage for each 10 feet traveled. Once the spell ends, the affected creatures fall as normal. At Higher Levels. When you cast this spell using a spell slot of 4th level of higher, increase the height that affected creatures are thrown into the air by 10 feet for each spell slot above 3rd.","properties":{"Category":"Spells","Save":"strength","Level":3,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Pestilence","description":"You infect up to three creatures you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 necrotic damage and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature. A Lesser Restoration spell cast on a target ends this spell early for that creature.","properties":{"Category":"Spells","Save":"Constitution ","Level":3,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Pestis","description":"3rd-level Conjuration Casting Time: 1 action Range: Self (15 ft radius) Components: V, S, M (a dead rat) Duration: Concentration, up to 10 minutes You project a pestilent fog around you that causes the area to be lightly obscured; the fog moves with you and spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. Any creature of your choice that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw or take 3d8 poison damage (or half as much on a successful save). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Petal Storm","description":"2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a handful of flower petals) Duration: Concentration, up to 1 minute Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell’s duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. The first time storm’s area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phalangeal Shot","description":"Phalangeal Shot 1st-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Self (30-foot line) Components: V, S Duration: Instantaneous You point your fingers forward and your phalangeal bones fire outwards, akin to the bullets of a gun. They regrow immediately, leaving your hand unscathed. All creatures in a 1-foot-wide, 30-foot-long line in front of you must succeed on a Dexterity saving throw or take 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ⇧)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Phalanx of Light","description":"4th-level evocation Casting time: 1 action Range: 120 feet Components: v, s, m (a tiny statue of a soldier) Duration: concentration, up to 1 minute You conjure a spectral battalion of soldiers wielding spears and shields made of light. The soldiers fill a 20-foot cube centered on a point you can see within range. The cube is filled with bright light, and you and friendly creatures within the cube have half cover. The cube is difficult terrain for hostile creatures. As a bonus action on your turn, you can move the cube up to 20 feet. A hostile creature that enters the cube for the first time on a turn or starts its turn there must make a dexterity saving throw, taking 2d8 piercing damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Phantasm","description":"6th-level illusion (ritual) Casting time: 1 minute Range: self Components: v, s, m (a sympathetic item from the target, a pinch of grave dirt, and powdered sapphire worth at least 5,000 gp, which the spell consumes) Duration: concentration, up to 1 minute You reach out with your consciousness and influence the dreams of another creature. The creature must be on the same plane of existence as you and have a minimum intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar creatures) when the spell is cast, the spell fails. This spell has no effect on constructs or undead. The target must make a wisdom saving throw. On a failed save, the target’s dream becomes a nightmare, and it takes 4d10 psychic damage. On a successful save, the target takes half the damage, the spell ends, and you take 4d10 psychic damage as you are shoved from the dream. At the start of each of its turns, the target can make another wisdom saving throw, taking 4d10 psychic damage on a failed save, or ending the spell on a successful one. Once the target succeeds on its saving throw, it can’t be affected by this spell again until 7 days have passed. The target can’t wake itself, but if it is awakened by an outside force or if it is reduced to 0 hit points, the spell ends. If the target succeeds on the saving throw, it can make a wisdom (insight) check against your spell save dc. On a success, if the target is familiar with you, it recognizes you as the attacker. If the target succeeds but is unfamiliar with you, it doesn’t recognize you, though at the gm’s discretion, it may vaguely recognize you at a later date if you cross paths. For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends. At higher levels. When you cast this spell at 7th level or higher, you deal an additional 1d10 psychic damage per spell slot above 6th.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"illusion (ritual)","Components":"V, S, M ","Damage Type":"psychic","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Phantasmal Beauty","description":"3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the dreams of a creature you can see within range and create an illusory manifestation of its deepest desires, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes incapacitated and unable to move for the duration. In addition, it has disadvantage on all Wisdom (Perception) checks it makes. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phantasmal Entrapment","description":"2nd-level illusion Casting Time: 1 action Range: 30 feet Components: V, S, M (a small crystal or glass cube) Duration: Concentration, up to 1 minute Classes : Sorcerer, Warlock, Wizard You create an illusionary environment around a creature within range. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature believes it has been enclosed within an up to 10-foot space with features of your choosing, such as a cave, a room, or a box. Creatures of huge or larger are not affected by the spell. The creature can act normally but only perceives the illusory environment for the spell's duration. You can choose the phantasmal environment to appear as a damaging threat, like acid, fire, spiked walls, or crushing walls, that deal 1d6 psychic damage to the target at the end of the target’s turn. A creature can attempt a new saving throw at the start of its turn. On a successful save, the effect ends. A creature that failed its saving throw can be moved by another creature normally, but it remains under the spell's effect and has no knowledge of its surroundings or what is happening to it until the phantasmal entrapment effect ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute for each level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"illusion","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Phantasmal Force","description":"2nd-Level Illusion Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of fleece) Duration : Concentration, up to 1 minute You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the i⁠llusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the i⁠llusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.","properties":{"Category":"Spells","Name":"Phantasmal Force","Save":"Intelligence","Level":2,"School":"Illusion","Expansion":5,"Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Phantasmal Force","description":"Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw . On a failed save , you create a phantasmal object , creature , or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.","properties":{"Category":"Spells","School":"Illusion","Name":"Phantasmal Force","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Intelligence","Damage Type":"Psychic","data-RangeAoe":"60 ft (10 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Phantasmal Killer","description":"You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Phantasmal Killer","Level":4,"Range":"120 feet","Damage":"4d10","School":"Illusion","Target":"A creature you can see within range","Classes":"Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.","Higher Spell Slot Die":"d10","Higher Spell Slot Desc":" When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Phantasmal Killer","description":"4th-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdo⁠m saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Phantasmal Killer","Save":"Wisdom","Level":4,"School":"Illusion","Expansion":5,"Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Phantasmal Killer","description":"Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature . The target makes a Wisdom saving throw . On a failed save , the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save , the target takes half as much damage , and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save , it takes the Psychic damage again. On a successful save , the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Illusion","Name":"Phantasmal Killer","Level":4,"Casting Time":"Action","Components":"V S","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Phantasmal Killer","description":"Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Wisdom Save, Psychic Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Phantasmal Killer\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Phantasmal Killer\\\",\\\"description\\\":\\\"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. 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On a successful save, the spell ends.\\\"}\"},{\"name\":\"Phantasmal Killer Attack\",\"parent\":\"Phantasmal Killer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Phantasmal Killer\\\",\\\"description\\\":\\\"The target makes a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration.\\\",\\\"onSucceed\\\":\\\"Half as much damage, and the spell ends.\\\"}}\"},{\"name\":\"Phantasmal Killer Damage\",\"parent\":\"Phantasmal Killer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Phantasmal Killer Damage Upcast\",\"parent\":\"Phantasmal Killer Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":5,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Phantasmal Killer","data-description":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.","data-CastNum":2,"data-RangeNum":120,"Save":"Wisdom","Damage":"4d10","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Phantasmal Phalanx","description":"7th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a tiny statue of a warrior made from gold and precious stones, worth at least 250 gp) Duration: concentration, up to 1 minute You summon six golden, phantasmal soldiers in unoccupied spaces you can see within range. Each soldier is considered celestial, and it disappears when it drops to 0 hit points or when the spell ends. The soldiers are friendly to you and your companions. Roll initiative for the soldiers as a group, which has its own turns. You can communicate telepathically with the soldiers as long as you are on the same plane of existence, and the soldiers obey any commands that you issue to them (no action required by you). If you don’t issue any commands to the soldiers, they defend themselves from hostile creatures or position themselves protectively next to you and your allies, each soldier moving to within 5 feet of at least one of you. While positioned protectively, a soldier can use its reaction to impose disadvantage on a melee attack roll against the target it is protecting, provided the target remains within 5 feet of the soldier. The gm has the soldiers’ statistics, using a veteran that has a shield and is immune to nonmagical bludgeoning, piercing, and slashing damage.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Phantom Cage","description":"You create a minor illusory effect of a barbed cage around a one target creature. The creature must succeed on a Wisdom saving throw. On a failure, the creature takes 1d6 psychic damage and it becomes surrounded by the cage illusion until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 psychic damage, and the spell ends. This spell’s damage increases when you reach higher levels. Both damage rolls increase by 1d6 at 5th level (2d6/2d6), 11th level (3d6/3d6), and 17th level (4d6/4d6).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"illusion","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Phantom Confessor","description":"Phantom Confessor Requirements: Level 3 Casting Time: 1 action Range: 30 feet Duration: 10 minutes Cost: 3 WP In your mind’s eye, converse with or interrogate any one person you can see at the time: you can ask up to 3 questions. You can use Perception or Insight checks as you would in an actual conversation. If you have at hand a Likeness instead of the actual person, you can have this conversation with the depicted Likeness of that person. The avatar will respond as the actual person would, so is able to dissemble or lie. The avatar can’t refuse to interact, however. The target is not aware of the use of this feature.","properties":{"Category":"Spells","Level":3,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Phantom Dragon","description":"You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. Upon first seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusionary dragon seem ferocious. Choose one creature within 30 feet of the illusionary dragon to make a Wisdom saving throw. If it fails, the creature is frightened of the “dragon.” The creature remains frightened until is uses an action to make a successful Wisdom saving throw or the spell's duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can frighten by 1 per slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Phantom Dragon","description":"You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Phantom Dragon","description":"3rd-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (a piece of dragon egg shell) Duration: Concentration, up to 1 hour You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Phantom Grapnel","description":"Evocation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature of Large size or smaller, you pull the target up to 10 feet toward you. A creature can make a Strength saving throw to resist this movement.","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phantom Light","description":"You touch one object that measures less than 10 feet in every dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. At the time of the casting, you designate up to six creatures. Only those creatures are able to see and gain benefit from the phantom light. The object can be covered with something opaque to block the light. You can use an action to dismiss this spell.","properties":{"Category":"Spells","Level":2,"School":"Illusion (illumination)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Phantom Light","description":"2nd-Level Illusion Casting Time: 1 action Range: Touch Components: V, S, M (a small sketch of a candle) Duration: 1 hour You touch one object that measures less than 10 feet in every dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. At the time of the casting, you designate up to six creatures. Only those creatures are able to see and gain benefit from the phantom light. The object can be covered with something opaque to block the light. You can use an action to dismiss this spell.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Phantom Mentor","description":"Phantom Mentor Requirements: Level 7 Casting Time: 10 minute ritual Range: touch (the Likeness) Duration: special Cost: 2 WP per Ability Contest Influence a person you have faithfully depicted in a Likeness through a diligent process of influence through conversation. Suggestions, threats or observations you make towards the depiction of your target (the avatar) will gradually have an effect on the real person. The target will be unable to explain how the changes in his or her thinking or emotional state came about, but will somehow rationalize the change. The artist and the target engage in one single Charisma (Persuasion) contest per day, and each time the artist wins the target’s mind is changed in a small way determined by the GM.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"10 minute ritual","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Phantom Steed","description":"A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse , except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.","properties":{"Category":"Spells","Name":"Phantom Steed","Level":3,"Range":"30 feet","Ritual":"Yes","School":"Illusion","Target":"The ground in an unoccupied space of your choice within range","Classes":"Wizard","Duration":"1 hour","data-List":"false","Components":"V S","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":9,"data-description":"A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.<br />For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Phantom Steed","description":"3rd-Level Illusion (ritual) Casting Time : 1 minute Rang e: 30 feet Components: V, S Duration : 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.","properties":{"Category":"Spells","Name":"Phantom Steed","Level":3,"School":"Illusion","Components":"V S","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Phantom Steed","description":"Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large , quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage .","properties":{"Category":"Spells","School":"Illusion","Name":"Phantom Steed","Level":3,"Casting Time":"1 minute or Ritual","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Phantom Steed","description":"Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","properties":{"Category":"Spells","School":"Illusion","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Phantom Steed\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Phantom Steed\\\",\\\"description\\\":\\\"A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\\\\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"1 minute or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Phantom Steed","data-description":"A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.\nFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","Level":3,"Casting Time":"1 minute or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"30 feet","Components":"V S","data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Phantom Zone","description":"You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to an extradimensional space that appears to be an empty room 60 feet in each dimension, made of a solid material such as metal or stone. When the effect ends, the door disappears, and any creatures or objects inside the space remain trapped there, as the door also disappears from the other side. Each time you activate this power, you can create a new extradimensional space, or have the shadowy door connect to a space you created with a previous use of this power. Additionally, if you know the nature and contents of a space created by activation of this power by another creature, you can have the shadowy door connect to its space instead. At Higher Ranks. When you use this power at rank 9 the size of the space increases to 300 feet.","properties":{"Category":"Spells","Level":8,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pharaoh's Curse","description":"5th-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S Duration: Until dispelled Opening your palm, you release a puff of dust, the pestilence of mummy rot. Choose one creature within range to make a Constitution saving throw. On a failed save, the target is cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a spell or magical effect that cures mummy rot. A remove curse spell cast using a spell slot of 5th level or higher also ends this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phase","description":"4th-Order Metamorphosis Power Manifestation Time : 1 action R ange: Self Duration: Concentration, up to 1 minute Creatures: Time raider nemesis You imbue your body and everything you wear and carry with psychic energy, allowing it to pass through solid objects. For the duration, you can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this power ends while you are inside a creature or object, you are shunted out of it into the closest unoccupied space of your choice. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature within 5 feet of you.","properties":{"Category":"Spells","Level":4,"School":"Metamorphosis","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Phase","description":"Phase 4th-Order Metamorphosis Power Manifestation Time : 1 action R ange: Self Duration: Concentration, up to 1 minute Creatures: Time raider nemesis You imbue your body and everything you wear and carry with psychic energy, allowing it to pass through solid objects. For the duration, you can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this power ends while you are inside a creature or object, you are shunted out of it into the closest unoccupied space of your choice. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature within 5 feet of you.","properties":{"Category":"Spells","Level":4,"School":"Metamorphosis","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Phase Bolt","description":"You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation","Expansion":5764,"Components":"S, M","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Phase Bolt","description":"3rd-Level Evocation Casting Time: 1 action Range: Self (100-foot line) Components: S, M (a bit of colored glass) Duration: Instantaneous You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Phase Shift","description":"An enhanced version of the phase step talent, you fold the space between yourself and a point of destination within range. You teleport 30 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Level":2,"School":"Metaphase","Expansion":27051,"Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Phase Step","description":"You fold the space between yourself and a point of destination within range. You teleport 10 feet to an unoccupied space that you can see.","properties":{"Category":"Spells","Level":1,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Phase Walk","description":"You create two linked points in space that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the power fails, and the activation cost is lost. The portals are two-dimensional spinning circles with glowing borders and filled with a starry mist, hovering inches from the ground and perpendicular to it at the points you choose. A circle is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The star-filled mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the portals as a bonus action so that the active side faces in a different direction.","properties":{"Category":"Spells","Level":6,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pierce the Veil","description":"By sketching a shimmering, ethereal doorway in the air and knocking three times, you call forth an otherworldly entity to provide insight or advice. The door swings open and the entity, wreathed in shadow or otherwise obscured, appears at the threshold. It answers up to five questions truthfully and to the best of its ability, but its answers aren’t necessarily clear or direct. The entity can’t pass through the doorway or interact with anything on your side of the doorway other than by speaking its responses. Likewise, creatures on your side of the doorway can’t pass through it to the other side or interact with the other side in any way other than asking questions. In addition, the spell allows you and the creature to understand each other’s words even if you have no language in common, the same as if you were both under the effects of the comprehend languages spell. When you cast this spell, you must request a specific, named entity, a specific type of creature, or a creature from a specific plane of existence. The target creature can’t be native to the plane you are on when you cast the spell. After making this request, make an ability check using your spellcasting ability. The DC is 12 if you request a creature from a specific plane; 16 if you request a specific type of creature; or 20 if you request a specific entity. (The GM can choose to make this check for you secretly.) If the spellcasting check fails, the creature that responds to your summons is any entity of the GM’s choosing, from any plane. No matter what, the creature is always of a type with an Intelligence of at least 8 and the ability to speak and to hear.","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pierce the Void","description":"You stab a dagger through space at a creature within range. Make a melee spell attack against a creature within range. On a hit, you deal 1d4 + your spellcasting ability modifier piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Piercing Drops","description":"","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Pigment Storm","description":"A rain of prismatic energy descends in a vertical column from above a single target creature you specify. You choose acid, cold, fire, lightning, poison, or thunder for the type of rain you create. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on the target creature within range must make a Dexterity saving throw. A creature takes 5d10 damage of the type chosen on a failed save, or half as much damage on a successful one. The targeted creature’s damage is increased by an additional 1d10 for each creature in the spell’s area that was reduced to 0 hit points by this spell’s damage. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Pillar of Salt","description":"3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of lantern oil and a pinch of sulfur) Duration: Instantaneous You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, or half as much on a successful save. If this damage reduces a target which failed its saving throw to 0 hit points, it is transformed into a pillar of salt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pincer","description":"You force your enemies into a tight spot. Choose two points you can see within range. The points must be at least 30 feet apart from each other. Each point then emits a thunderous boom in a 30-foot cone in the direction of the other point. The boom is audible out to 300 feet. Each creature within a cone must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage and is pushed up to 10 feet away from the point that emitted the cone. On a successful save, the creature takes half as much damage and isn’t pushed. Objects that aren’t being worn or carried within each cone are automatically pushed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pins & Needles","description":"Pins & Needles Biomancy* cantrip (*can be replaced with evocation) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body. This spell’s damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pins and Needles","description":"within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body. This spell’s damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).","properties":{"Category":"Spells","Level":0,"School":"Biomancy* cantrip (*can be replaced with evocation)","Expansion":23695,"Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Piper's Lure","description":"You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it. For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can’t be charmed by it again for 24 hours.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Piscine Transformation","description":"3rd-Order Metamorphosis Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 10 minutes Creatures: Ithu’rath, Olothec You target a Humanoid you can see within range with a pulse of transformational energy. The target must succeed on a Wisdom saving throw or undergo one of the following transformations of your choice for the duration. The target can choose to fail this saving throw. Head. The target’s head transforms into the head of a fish, proportionately sized for their body. They can’t speak. Legs. The target’s legs become fins. Their walking speed is reduced to 10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold their breath for 1 hour. If the target isn’t underwater when this transformation takes effect, they begin suffocating. Increased Order. When you manifest this power, you can increase its order by 2 to target any creature, instead of just a Humanoid, if they have the necessary body part you wish to transform. Additionally, you can increase this power’s order by 2 to increase its duration to 1 hour.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Metamorphosis","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Piscine Transformation","description":"Piscine Transformation 3rd-Order Metamorphosis Power Manifestation Time : 1 action Rang e: 30 feet Duration: Concentration, up to 10 minutes Creatures: Ithu’rath You target a Humanoid you can see within range with a pulse of transformational energy. The target must succeed on a Wisdom saving throw or undergo one of the following transformations of your choice for the duration. The target can choose to fail this saving throw. Head. The target’s head transforms into the head of a fish, proportionately sized for their body. They can’t speak. Legs. The target’s legs become fins. Their walking speed is reduced to 10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold their breath for 1 hour. If the target isn’t underwater when this transformation takes effect, they begin suffocating. Increased Order. When you manifest this power, you can increase its order by 2 to target any creature, instead of just a Humanoid, if they have the necessary body part you wish to transform. Additionally, you can increase this power’s order by 2 to increase its duration to 1 hour.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Metamorphosis","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Pitfall","description":"A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage. If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pitfall","description":"4th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage. If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Pitifulness","description":"Enchantment cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave an aura about yourself that evokes pity and sympathy from others. Whenever a creature that you can see and that can see you makes an attack roll against you, you can use your reaction to impose disadvantage on the attack roll. A creature immune to being charmed ignores this spell’s effects.","properties":{"Category":"Spells","Level":0,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plague Doctor's Call","description":"1st-level divination (ritual) Casting time: 1 action Range: self Components: v, s, m (a parcel of dried flowers and herbs) Duration: concentration, up to 1 hour You inhale deeply of the herb-and-flower parcel and attune yourself to the ebb and flow of pestilent spirits. For the duration, whenever you are within 1 mile of an active epidemic (a contagious disease currently affecting 10 or more creatures within 1,000 feet of each other), the scent of the herbs and flowers intensifies. This scent becomes stronger when you are pointed in the direction of the nearest victim of the epidemic and for as long as you continue moving in its direction. The scent vanishes and the spell ends when you are within 30 feet of a victim of an epidemic you sensed with this spell.","properties":{"Category":"Spells","Level":1,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Plague Hysteria","description":"6th-level necromancy Casting time: 1 action Range: touch Components: v, s, m (a pinch of ashes) Duration: 24 hours Your touch curses a creature that isn’t a construct or undead with the symptoms of a disease of your choice, which can include cackle fever, sewer plague, or any of the diseases caused by the contagion spell or found in the random disease table in chapter 2. The target must succeed on a wisdom saving throw or become convinced it is suffering from a disease, including manifesting physical symptoms. However, it suffers no actual damage, conditions, or penalties from this disease. All symptoms are superficial and vanish when the spell ends. This is a curse, not a disease, and as such, spells and effects that cure or detect diseases have no effect. While cursed and manifesting symptoms, the target emits an aura of hysterical fear. A creature that isn’t a construct or undead and that comes within 60 feet of the target must succeed on a wisdom saving throw or become frightened of the target. While frightened, that creature must take the dash action and move away from the target by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the cursed target, the creature can make a wisdom saving throw against your spell save dc, ending the frightened condition on itself on a success. If a creature’s saving throw is successful or the frightened effect ends for it, the creature can’t be frightened by this spell again for the next 24 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"necromancy","Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Plague Marks","description":"Necromancy cantrip Casting time: 1 action Range: touch Components: v, s, m (a pair of fly wings) Duration: 1 hour You place the fly wings in the mouth of an intact corpse that has been dead no more than 24 hours. The visible signs of a disease of your choice manifest on the body. These signs are temporary and not contagious, but they appear genuine under the scrutiny of anyone not practiced in diagnosing diseases.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Plague Walk","description":"3rd-level necromancy Casting time: 1 action Range: self Components: v, s, m (a vial of pus) Duration: concentration, up to 1 minute You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail. This miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground. A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another constitution saving throw, ending the poisoned condition on itself on a success. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake. At higher levels. If you cast this spell using a spell slot of 4th level or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Plague Wind","description":"You summon a roiling wind of flesh devouring disease and excruciating blood boiling fumes that sweeps over the area emanating from you in a 120-foot cone. Creatures in the area must make a Constitution saving throw. On a failed saving throw a creature takes 5d8 poison damage and 5d8 necrotic damage or half as much damage on a success. After taking this damage, any affected creature with 25 hit points or fewer remaining immediately dies and is reduced to a weathered skeleton as their flesh and soft tissue blows off like ash.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (120 ○)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Plaguebearer","description":"The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends. When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Abjuration (fiendish)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Plaguebearer","description":"2nd-level abjuration Casting time: 1 action Range: touch Components: v, s Duration: 48 hours The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends. When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Planar Ally","description":"You beseech an otherworldly entity for aid. The being must be known to you - a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.","properties":{"Category":"Spells","Name":"Planar Ally","Level":6,"Range":"60 feet","School":"Conjuration","Target":"An unoccupied space within range","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).<br />When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.<br />Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.<br />As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.<br />After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.<br />A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Planar Ally","description":"6th-Level Conjuration Casting Time : 10 minutes Rang e: 60 feet Components: V, S Duration : Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.","properties":{"Category":"Spells","Name":"Planar Ally","Level":6,"School":"Conjuration","Components":"V S","Casting Time":"10 minutes","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Planar Ally","description":"Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial , an Elemental , or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature , though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.","properties":{"Category":"Spells","School":"Conjuration","Name":"Planar Ally","Level":6,"Casting Time":"10 minutes","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Planar Ally","description":"Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":6,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Planar Ally\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Planar Ally\\\",\\\"description\\\":\\\"You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\\\\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\\\\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\\\\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\\\\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Planar Ally","data-description":"You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).\nWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.\nPayment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.\nA task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.","Level":6,"Casting Time":"10 minutes","Duration":"Instantaneous","Range":"60 feet","Components":"V S","data-CastNum":5,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Planar Binding","description":"5th-Level Abjuration Casting Time : 1 hour Rang e: 60 feet Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) Duration : 24 hours With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s d⁠uration is extended to match the d⁠uration of this spell. A bound creature must follow your instructions to the best of its ability. You might c⁠ommand the creature to accompany you on an adventure, to guard a location, or to deliver a m⁠essage. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.","properties":{"Category":"Spells","Name":"Planar Binding","Level":5,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Planar Binding","description":"With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence . If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.","properties":{"Category":"Spells","Name":"Planar Binding","Level":5,"Range":"60 feet","School":"Abjuration","Target":"A celestial, elemental, fey or fiend","Classes":"Bard, Cleric, Druid, Wizard","Duration":"24 hours","Material":"A jewel worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":60,"data-DurationNum":14,"data-description":"With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Planar Binding","description":"Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hours You attempt to bind a Celestial , an Elemental , a Fey , or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile , it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).","properties":{"Category":"Spells","School":"Abjuration","Name":"Planar Binding","Level":5,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Planar Binding","description":"Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Charisma Save","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Planar Binding\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Planar Binding\\\",\\\"description\\\":\\\"You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\\\\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).\\\",\\\"level\\\":5,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a jewel worth 1,000+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Planar Binding Attack\",\"parent\":\"Planar Binding\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Mordenkainen's Sword\\\",\\\"description\\\":\\\"On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Planar Binding Duration Upcast 6\",\"parent\":\"Planar Binding\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":6,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"10 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Planar Binding Duration Upcast 7\",\"parent\":\"Planar Binding\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":7,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"30 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Planar Binding Duration Upcast 8\",\"parent\":\"Planar Binding\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":8,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"180 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Planar Binding Duration Upcast 9\",\"parent\":\"Planar Binding\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Spell Level\\\",\\\"level\\\":9,\\\"target\\\":\\\"$.duration\\\",\\\"value\\\":\\\"366 days\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Planar Binding","data-description":"You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.\nA bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.","Level":5,"Casting Time":"1 hour","Duration":"24 hours","Range":"60 feet","Components":"V S M","Material":"a jewel worth 1,000+ GP, which the spell consumes","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).","data-CastNum":6,"data-DurationNum":14,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plane Shift","description":"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence . You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.","properties":{"Category":"Spells","Name":"Plane Shift","Level":7,"Range":"Touch","School":"Conjuration","Target":"You and up to eight willing creatures who link hands in a circle","Classes":"Cleric, Sorcerer, Warlock, Wizard, Druid","Duration":"Instantaneous","Material":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.<br />Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.<br />You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plane Shift","description":"7th-Level Conjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) Duration : Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the t⁠eleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.","properties":{"Category":"Spells","Name":"Plane Shift","Level":7,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Plane Shift","description":"Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.","properties":{"Category":"Spells","School":"Conjuration","Name":"Plane Shift","Level":7,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Plane Shift","description":"Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric, Druid, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Plane Shift\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Plane Shift\\\",\\\"description\\\":\\\"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\\\\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a forked, metal rod worth 250+ GP and attuned to a plane of existence\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Plane Shift","data-description":"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.\nAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.","Level":7,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plant Growth","description":"This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.","properties":{"Category":"Spells","Name":"Plant Growth","Level":3,"Range":"150 feet","School":"Transmutation","Target":"Plants within a specific area","Classes":"Bard, Druid, Ranger","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action or 8 hours","data-CastNum":3,"data-RangeNum":150,"data-DurationNum":0,"data-description":"This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.<br />If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.<br />You can exclude one or more areas of any size within the spell’s area from being affected.<br />If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plant Growth","description":"3rd-Level Transmutation Casting Time : 1 action or 8 hours Rang e: 150 feet Components: V, S Duration : Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.","properties":{"Category":"Spells","Name":"Plant Growth","Level":3,"School":"Transmutation","Components":"V S","Casting Time":"1 action or 8 hours","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Plant Growth","description":"Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.","properties":{"Category":"Spells","School":"Transmutation","Name":"Plant Growth","Level":3,"Casting Time":"Action (Overgrowth) or 8 hours (Enrichment)","Components":"V S","data-RangeAoe":"150 ft (100 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Plant Growth","description":"Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Plant Growth\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Plant Growth\\\",\\\"description\\\":\\\"This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\\\\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\\\\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action (Overgrowth) or 8 hours (Enrichment)\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"100 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Plant Growth","data-description":"This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\nOvergrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\nEnrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.","Level":3,"Casting Time":"Action (Overgrowth) or 8 hours (Enrichment)","Duration":"Instantaneous","Range":"150 feet","Components":"V S","data-DurationNum":0,"data-RangeNum":150,"data-RangeAoe":"150 ft (100 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plasma Blade","description":"You generate a small plasma cutting blade from a device of your design that can be worn or carried. The blade is similar in size and shape of a short blade, and it lasts for the duration. You can deactivate and reactivate the blade again as a bonus action. You can use your action to make a melee forging attack with the plasma blade. On a hit, the target takes 3d6 radiant damage. The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Plasma Orb","description":"You launch a micro-drone which flies to a point you choose within range and unleashes a 20-foot radius sphere of crackling energy. The sphere remains for the duration. Each creature within the sphere when it appears or ends its turn within the sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. The area occupied by the sphere is difficult terrain. Until the effect ends, you can use a bonus action on your turn to launch a bolt of lightning from the sphere’s center toward one target within 60 feet of the center of the sphere. Make a ranged forging attack. If successful, the target takes 4d6 lightning damage. You have advantage on the roll if the target is already inside the sphere’s radius. At Higher Ranks. When you use this power at rank 5 or higher, the damage increases for each effect by 1d6 for each rank above 4.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pleonexia's Panoply of Personas","description":"3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (make up, scented oils, and costumes worth at least 25 gp, which the spell consumes) Duration: Instantaneous When you cast this spell, you create a magical disguise known as a persona. To create a persona, give it a name, describe its physical appearance and characteristics (it can be of any race the same size as you are or one size smaller or larger), and detail its outfit. You also choose one skill and one language. You adopt this persona immediately when you cast this spell. While you have adopted a persona, you physically transform into the creature you described. In addition to retaining your normal proficiencies and languages, you have proficiency with the chosen skill, and can read, write, and speak the chosen language. You can use an action to end this transformation, returning to your typical appearance and losing the bonus skill proficiency and additional language. Each time you end the transformation, you can choose to place the used persona in a mystic repertoire called your archive. You can have a number of personas in your archive up to your spellcasting ability modifier. If you wish to add a persona to your archive and already have the maximum number, choose and replace one persona you already have with the new one. When you cast this spell, you can choose to forgo providing the material components to adopt a persona in your archive instead of creating a new one.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pocketful of Posies","description":"Abjuration cantrip Casting time: 1 action Range: self Components: v, s, m (a handful of flower petals) Duration: concentration, up to 1 minute You crush a handful of flower petals and sing a morbid rhyme. For the duration, you have advantage on saving throws against disease, and a creature that makes a melee attack against you that could inflict a disease, such as a death dog’s bite attack, must make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell, then this spell ends.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Poison Needle","description":"You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":29025,"Components":"V, S","Damage Type":"poison","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Poison Spray","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Name":"Poison Spray","Save":"Constitution","Level":0,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Poison Spray","description":"Conjuration Cantrip Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. ⁠This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Name":"Poison Spray","Save":"Constitution","Level":0,"School":"Conjuration","Components":"V S","Damage Type":"Poison","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Poison Spray","description":"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).","properties":{"Category":"Spells","Name":"Poison Spray","Save":"Constitution","Level":0,"Range":"10 feet","Damage":"1d12","School":"Conjuration","Target":"A creature you can see within range","Classes":"Artificer, Druid, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Poison","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":0,"data-description":"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.","data-Cantrip Scaling":"dice","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Poison Spray","description":"Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage . Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).","properties":{"Category":"Spells","School":"Necromancy","Name":"Poison Spray","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Poison"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Poison Spray","description":"Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).","properties":{"Category":"Spells","School":"Necromancy","Classes":"Druid, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Poison Damage","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Poison Spray\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Poison Spray\\\",\\\"description\\\":\\\"You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"cantripScale\\\":\\\"Dice\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Poison Spray Attack\",\"parent\":\"Poison Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Poison Spray\\\",\\\"description\\\":\\\"Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Poison Spray Damage\",\"parent\":\"Poison Spray Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Poison\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Poison Spray Damage Upcast 5\",\"parent\":\"Poison Spray Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Poison Spray Damage Upcast 11\",\"parent\":\"Poison Spray Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Poison Spray Damage Upcast 17\",\"parent\":\"Poison Spray Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Poison Spray","data-description":"You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"30 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":30,"data-AttackType":"Spell Attack","Damage":"1d12","Damage Type":"Poison"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Poison Tongue","description":"Poison Tongue Requirements: Level 3 Casting Time: reaction Range: 60 feet Duration: instantaneous Cost: 2 WP You insert a seemingly random word, which you imbue with the resonance of the Weave, during a single opponent’s utterance, or when he tries some ability check or attack roll. The target suffers –1d6 to his roll unless he successfully makes a Wisdom saving throw. If casting a spell without an attack roll, the target has to succeed on a DC 10 Constitution saving throw or fail to cast the spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"–","Components":"M","Casting Time":"reaction","data-RangeAoe":"60 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Poison Wave","description":"A wave of poisonous fumes emanates from you. Creatures within 30 feet of you must make a Constitution saving throw. On a failed save, each creature takes 4d12 poison damage and is poisoned until the end of your next turn. On a successful saving throw, a creature takes half as much damage and does not become poisoned. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Poisoned Portal","description":"2nd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: 1 minute You corrupt one opening, door, portal, or other threshold you can see within range with invisible, poisonous fumes. When you cast this spell, choose one threshold up to 10 feet wide and up to 10 feet tall. Each creature that passes through the opening must make a constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half the damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make another constitution saving throw, ending the poisoned condition on itself on a success. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Poisoned Volley","description":"Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot-square within range take 3d8 poison damage and become poisoned; creatures that make a successful Constitution saving throw take half damage and are not poisoned. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Conjuration (Battle)","Components":"V S","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Poisoned Volley","description":"By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Poisoned Volley","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Poisonous Flesh","description":"You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. Creatures with an Intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage if possible, but will continue to use its bite attack if it has no other option. If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature’s digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful Constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Poison","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Poisonous Flesh","description":"2nd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a sprig of milkweed) Duration: concentration, up to 1 hour You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. Creatures with an intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage, if possible, but will continue to use its bite attack if it has no other option. If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature’s digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"transmutation","Components":"V, S, M ","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Pollenbright Wings","description":"You cause a pair of pollenbright wings to grow on the back of a single willing creature you touch. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Once per turn, any time the creature hits with an attack roll and does damage, a single vine blight (see Monster Manual ) is created in a space adjacent to the hit creature and it attacks the hit creature until the hit creature is reduced to 0 hit points or the spells duration ends. If the creature moves away from the vine blights created by this spell, they move towards the hit creature up to their speed. If there is no unoccupied space near a hit target, then no vine blight is created. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target oneadditional creature for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Expansion":32309,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Polybrachia","description":"3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of armbands) Duration: Concentration, up to 10 minutes Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don’t grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make a melee weapon attack using the arms.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Polychromatic Bubble","description":"You create a shimmering, multicolored bubble around a Large or smaller creature or an object within range. The bubble is a 5-foot-radius sphere that has 10 hit points and an AC equal to your spell save DC. The bubble rises 10 feet into the air along with its contents, up to 30 feet, at the beginning of each of your turns. A creature trapped inside the bubble at the beginning of its turn cannot see or hear anything outside the bubble and must make a Wisdom saving throw or be charmed by you and the bubble until the start of its next turn. A creature outside the bubble that targets it with an attack must make a Wisdom saving throw or be charmed by you and the bubble until the beginning of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional bubble for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"conjuration (fey)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Polychromatic Bubble","description":"4th-level conjuration Casting time: 1 action Range: 90 feet Components: v, s, m (a chip of soap and a drop of oil) Duration: concentration, up to 1 minute You create a shimmering, multicolored bubble around a large or smaller creature or object within range. The target must succeed on a dexterity saving throw or be trapped within the bubble. A creature that starts its turn inside the bubble can’t see or hear anything outside the bubble and must succeed on a wisdom saving throw or be charmed by you and the bubble until the start of its next turn. At the start of each of your turns, the bubble rises 10 feet into the air along with its contents, up to a maximum of 30 feet. The bubble has an ac equal to your spell save dc and hit points equal to twice your spellcasting ability modifier. A creature outside the bubble that hits the bubble with an attack must succeed on a wisdom saving throw or be charmed by you and the bubble until the start of its next turn. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional bubble around one additional target for each slot level above 4th. The targets must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Polymorph","description":"4th-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a caterpillar cocoon) Duration : Concentration, up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a c⁠hallenge rating). The target’s game s⁠tatistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit po⁠ints it had before it transformed. If it reverts as a result of dropping to 0 h⁠it points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit poin⁠ts, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or s⁠peech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Name":"Polymorph","Level":4,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Polymorph","description":"This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious . The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Name":"Polymorph","Level":4,"Range":"60 feet","School":"Transmutation","Target":"A creature that you can see within range","Classes":"Bard, Druid, Sorcerer, Wizard","Duration":"Up to 1 hour","Material":"A caterpillar cocoon","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":8,"data-description":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br />The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br />The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.<br />The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.<br />The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Polymorph","description":"Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast . The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating ). The target’s game statistics are replaced by the stat block of the chosen Beast , but the target retains its alignment, personality, creature type, Hit Points , and Hit Point Dice . See appendix B for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.","properties":{"Category":"Spells","School":"Transmutation","Name":"Polymorph","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Polymorph","description":"Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save","Spell Attack":"None","filter-Level":4,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Polymorph\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Polymorph\\\",\\\"description\\\":\\\"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.\\\\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.\\\\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\\\\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a caterpillar cocoon\\\"}}\"},{\"name\":\"Polymorph Condition\",\"parent\":\"Polymorph\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Polymorph\\\",\\\"description\\\":\\\"The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\\\"}\"},{\"name\":\"Polymorph Attack\",\"parent\":\"Polymorph\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Polymorph\\\",\\\"description\\\":\\\"The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target shpe-shifts into a Beast form for the duration.\\\",\\\"onSucceed\\\":\\\"No effect.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Polymorph","data-description":"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"60 feet","Components":"V S M","Material":"a caterpillar cocoon","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Porevit's Mantle","description":"You take on the physical characteristics of the terrain around you. Grass and tiny mushrooms sprout in your hair, moss beards your chin, and your ﬂesh takes on the mottled hue of leaf green and bark brown. This effect provides a +2 bonus to Stealth checks in the appropriate terrain. At Higher Levels. If this spell is cast with a 2nd level or higher spell slot, one additional creature is affected per slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Portal","description":"You open a rift in space leading from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you are knocked back to your starting location.","properties":{"Category":"Spells","Level":4,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Portal Jaunt","description":"You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"300 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Portal Jaunt","description":"You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Portal Jaunt","description":"3rd-Level Conjuration (Ritual) Casting Time: 1 action Range: 300 feet Components: V, S, M (a small brass key) Duration: 1 round You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.","properties":{"Category":"Spells","Level":3,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Portal Shift","description":"1st-level Conjuration Range: 60 ft. Components: V, S, M Duration: Instantaneous Choose a creature that you can see within range. That creature takes 2d6 psychic damage and must make a CHA SAVE or be teleported to an empty spot on the ground that you can see within range that is within 5 ft. of one of your Portals. You can choose not to inflict the damage; a creature can choose to fail its save voluntarily. The range for this spell increases to match your Portal Conjurer feature range.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"conjuration","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Portal Trace","description":"You divine the nature of lingering teleportation magic to discern where a creature has gone. You target the space a creature was in before it teleported using a spell or feature within the last minute or magical gateway within range. If the creature used a spell of 2nd level or lower or a method of teleportation that was not from a spell (such as a class or racial feature or a magical gateway), you automatically discern where the creature has teleported to. You know how far away it teleported and in what direction. If the creature’s teleportation method designated a specific location (as the spell teleport ), you know the exact location the creature teleported to. If the teleportation spell was of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you learn the location where the spell teleported the creature. If you target a magical gateway with this spell, you learn where a creature would go if it were to enter the gateway. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you automatically where a creature teleported to if the teleportation spell’s level is equal to or less than the level of the spell slot you used.","properties":{"Category":"Spells","Level":2,"School":"divination","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Portal Trap","description":"You create a magical portal on a surface in an unoccupied space you can see within range. The portal occupies up to 5 square feet of the surface and is instantly covered with an illusion. The illusion looks like the surrounding terrain or surface features, such as mortared stone if the portal is placed on a stone wall, or a simple image of your choice like those created by the minor illusion spell. A creature that touches, steps on, or otherwise interacts with or enters the portal must succeed on a Wisdom saving throw or be teleported to an unoccupied space up to 30 feet away in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can’t be teleported into a solid object. Physical interaction with the illusion reveals it to be an illusion, but such touching triggers the portal’s effect. A creature that uses an action to examine the area where the portal is located can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional portal for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Portent of Betrayal","description":"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You take total and precise control of the target. Until the start of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If the creature takes damage during the spell’s duration, the spell ends immediately.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Portho's Portal","description":"You conjure a portal or doorway that links an unoccupied space you can see within range to a precise location in the mortal or fey realms—such as Midgard, the Shadow Realm, or the Summer Lands—that you have stood. The portal is a semi-circular opening, which you can make 5 to 20 feet in diameter—it is often cast under a bridge, archway, or even under roots or branches of a large tree. You can orient the portal in any direction you choose. It has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. The portal lasts for the duration. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. At Higher Levels. If cast using a 5th-level or higher spell slot, you may make the portal last for 1 week after you create it. If cast using a 6th-level or higher spell slot, the shadow doorway is permanent until dispelled with a radiant beacon (see below) or wish spell.","properties":{"Category":"Spells","Level":4,"School":"conjuration (liminal)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Possession","description":"Malefic word, necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, ongoing (see Baleful Echo) Effects: You speak a malefic word of power that forces an evil spirit into the corpse of a medium-sized non-undead humanoid creature within range. The creature rises as a summoned undead (see Summoned Undead) and becomes bound to you. Baleful Echo (1 vitality): You reaffirm your dominion over the creature, causing it to stay bound to you (see Bound and Unbound Undead). When you silence this baleful echo, the creature becomes unbound. Feedback: The undead creature becomes unbound (see Bound and Unbound Undead). For one minute, it can telepathically sense your location and hungers insatiably for your flesh. Summoned Undead (PB 2) Summoned Undead (PB 3) Summoned Undead (PB 4) Summoned Undead (PB 5) Summoned Undead (PB 6)","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Potency of the Pack","description":"","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M (a few hairs from a wolf)","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Potency Of The Pack","description":"You bestow lupine traits on a group of living creatures. Choose one of the following to be gained by all targets for the duration. All targets receive the same effect. Thick Fur. Targets sprout fur over their entire bodies, raising their armor class by 2 points. Keen Hearing and Smell. Targets have advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Affected creatures have advantage on attack rolls against a target if at least one of the attacker's allies (also under the same effect of this spell) is within 5 feet of the creature and the ally isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for every level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Potency Of The Pack","description":"You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration: Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class. Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pounce Strike","description":"1st-level transmutation (ranger) Casting Time : 1 action Range : Self Components : V Duration : 1 round As part of the action to cast this spell, you can leap up to 15 feet in any direction, which does not provoke opportunity attacks, and make a melee spell attack. If this attack hits, the target suffers 2d8 force damage, and if the target is Large or smaller, it falls prone. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":11996,"Components":"V","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Power Chord","description":"1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a musical instrument worth at least 1 gp) Duration: Instantaneous As part of casting this spell, you play a chord on the musical instrument used as the material component. The chord rattles your enemies and emboldens your allies. Choose a number of creatures up to your spellcasting ability modifier within range. Chosen creatures gain 1d6 temporary hit points. All other creatures within range must succeed on a Constitution saving throw or take 1d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained and thunder damage dealt by this spell increase by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"temporary hit points","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Power Drain","description":"You attempt to drain the power source of an enemy or a powered device, and convert it into healing energy. This power has no effect on vehicles. Upon activation of this power, one of two effects occur depending on the target. Enemy AI. When using this power against an automaton or construct, make a ranged forging attack. On a hit, the target takes 5d6 force damage and you regain hit points equal to the amount of force damage dealt. Mundane Devices. Choose a Huge or smaller electronic powered electronic device within range that is not being worn or carried. The device must make a saving throw versus your power save DC. The table below lists the bonus to the device’s save roll depending on its size. Forge enhanced devices and devices that are not turned on automatically succeed on their save. On a failed save, the device loses all power and function for 1 minute and you regain hit points equal to the amount listed on the table. A device affected by this power becomes immune to the effects of this power for the next 24 hours. Device Size Save Bonus Healing Amount Small (handheld device, SIM unit) +2 2d6 Medium (Small console, monitor) +4 3d6 Large (Large console/comm pedestal) +6 4d6 Huge (Power conduit, data server) +8 5d6 At Higher Ranks. When you use this power at rank 5 or higher, both the damage and healing increases by 1d6 for each rank above 4.","properties":{"Category":"Spells","Level":4,"School":"Alteration","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Power Word - Repair","description":"","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Power Word Bleed","description":"7th-level necromancy Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous With a sharp word, you pierce your foe, rupturing veins and arteries. One living creature you can see within range must make a Constitution saving throw or take 10d10 force damage and gain a special Injury of Deadly IIII severity, \"Ruptured\". While Injured in this way, a creature takes 2d10 damage at the start of each of its turns, has its Injury thresholds reduced by 10, and regains only half the usual hit points from spells and potions. This Injury lasts for 1 minute, or until the creature receives magical healing from a spell of 5th level or higher.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V","Damage Type":"force and gain Injury of Deadly IIII severity \"Ruptured\"","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Power Word Deplete","description":"7th-level evocation Casting time: 1 action Range: 120 feet Components: v Duration: instantaneous You utter a word of power at one creature you can see within range. The target must succeed on a wisdom saving throw or it loses a single use of a trait or feature of your choice with limited uses each day, such as spellcasting, channel divinity, or legendary resistance. If the target has spell slots, and you chose spellcasting, the target loses a spell slot of its highest available level.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Fling","description":"You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone. As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Power Word Fling","description":"3rd-level conjuration Casting time: 1 action Range: 30 feet Components: v Duration: concentration, up to 1 minute You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone. As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another strength saving throw or be thrown. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Components":"V","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Fortify","description":"Level 7 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Component: V Duration: Instantaneous You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points , which you divide among the spell’s recipients.","properties":{"Category":"Spells","School":"Enchantment","Name":"Power Word Fortify","Level":7,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Power Word Heal","description":"9th-Level Evocation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Name":"Power Word Heal","Level":9,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Power Word Heal","description":"Level 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Component: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points . If the creature has the Charmed , Frightened , Paralyzed , Poisoned , or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.","properties":{"Category":"Spells","School":"Enchantment","Name":"Power Word Heal","Level":9,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Power Word Heal","description":"Level 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Component: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Healing, Remove Condition","Spell Attack":"None","filter-Level":9,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Power Word Heal\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Power Word Heal\\\",\\\"description\\\":\\\"A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. 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If the creature has the Prone condition, it can use its Reaction to stand up.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Power Word Kill","description":"9th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.","properties":{"Category":"Spells","Name":"Power Word Kill","Level":9,"School":"Enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Power Word Kill","description":"You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.","properties":{"Category":"Spells","Name":"Power Word Kill","Level":9,"Range":"60 feet","School":"Enchantment","Target":"One creature you can see within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Power Word Kill","description":"Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Component: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage .","properties":{"Category":"Spells","School":"Enchantment","Name":"Power Word Kill","Level":9,"Casting Time":"Action","Components":"V","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Power Word Kill","description":"Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Component: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Psychic Damage","Spell Attack":"None","filter-Level":9,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Power Word Kill\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Power Word Kill\\\",\\\"description\\\":\\\"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Power Word Kill Free Attack\",\"parent\":\"Power Word Kill\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Power Word Kill\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Power Word Kill Damage\",\"parent\":\"Power Word Kill Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Power Word Kill","data-description":"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-AttackType":"Spell Attack","Damage":"12d12","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Power Word Kneel","description":"When you shout this power word, creatures within 20 feet of a point you specify are compelled to kneel down facing you. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself with a success. A kneeling creature is treated as prone. The effect ends immediately on any creature that takes damage while kneeling.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment (Hieroglyph)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Power Word Kneel","description":"When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Power Word Kneel","description":"2nd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (an emerald worth at least 100 gp) Duration: Instantaneous When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 Hit Points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Power Word Pain","description":"7th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.","properties":{"Category":"Spells","Level":7,"School":"Enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Power Word Pain","description":"When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Enchantment","Expansion":5764,"Components":"V, S, M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Power Word Pain","description":"4th-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a quill jabbed into your own body) Duration: Instantaneous When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Power Word Pain (Midgard)","description":"When you utter the power word for pain, one creature within 60 feet takes 22 (4d10) force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take another 22 (4d10) force damage. The effect ends when the creature's Constitution saving throw succeeds.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Enchantment (Hieroglyph)","Expansion":9,"Components":"V S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Power Word Plague","description":"8th-level necromancy Casting time: 1 action Range: 60 feet Components: v, m (a vial containing diseased skin) Duration: instantaneous You speak a word of power, infecting a creature within range that can see and hear you with a virulent disease. If the target has 150 hit points or fewer, it contracts the disease. In addition, choose a number of creatures equal to your spellcasting ability modifier within 30 feet of the target. Each of those creatures must succeed on a constitution saving throw or also contract the disease. These secondary targets can have any hit point total. While diseased, a target suffers the following effects: At the start of each of its turns, the target’s hit point maximum decreases by 20. The target can’t regain hit points, except by magical spells higher than 5th level. The target’s speed is halved. The disease ends on a creature when the creature is reduced to 0 hit points. The disease can also be ended by a greater restoration, heal, or wish spell.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Rebound","description":"2nd-level evocation Casting time: 1 reaction, which you take when a creature you can see within 60 feet of you is hit by an attack that targets only one creature Range: 60 feet Components: v Duration: instantaneous You utter a word of power as a weapon or spell hits a creature you can see within range. The attack rebounds on the attacker, using all the same attack and damage rolls against the attacker.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V","Casting Time":"1 reaction, which you take when a creature you can see within 60 feet of you is hit by an attack that targets only one creature","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Rend","description":"You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as constructs, oozes, and undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":4,"School":"evocation","Expansion":16832,"Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Power Word Rend","description":"4th-level evocation Casting time: 1 action Range: 90 feet Components: v Duration: instantaneous You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as constructs, oozes, and undead. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Restore","description":"You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.","properties":{"Category":"Spells","Level":8,"School":"Evocation (Clockwork)","Components":"V","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Power Word Reveal","description":"4th-level divination Casting time: 1 action Range: 120 feet Components: v Duration: 1 round You utter a word of power and every creature within range perceives things as they actually are. Each creature within 120 feet of you has truesight in the spell’s area until the start of your next turn. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 round for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Power Word Shield","description":"With a word, a translucent shield bubbles out from a creature you can see within range. Until the end of its next turn, it is immune to all damage types except psychic, it has advantage on all saving throws, and all other power word spells have no effect on it. If the creature is poisoned, that condition is removed, and if the creature is aflame, the fires are extinguished.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"V","Casting Time":"1 reaction, which you take when a creature you can see is the target of an attack or spell","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Power Word Stun","description":"8th-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.","properties":{"Category":"Spells","Name":"Power Word Stun","Level":8,"School":"Enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Power Word Stun","description":"You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned . Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.","properties":{"Category":"Spells","Name":"Power Word Stun","Level":8,"Range":"60 feet","School":"Enchantment","Target":"One creature you can see within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.<br />The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Power Word Stun","description":"Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Name":"Power Word Stun","Level":8,"Casting Time":"Action","Components":"V","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Power Word Stun","description":"Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Stunned, Constitution Save","Spell Attack":"None","filter-Level":8,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Power Word Stun\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Power Word Stun\\\",\\\"description\\\":\\\"You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. 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Otherwise, its Speed is 0 until the start of your next turn.\\\\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onSucceed\\\":\\\"End the Stunned condition on itself.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Power Word Stun","data-description":"You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\nThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","Level":8,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Power Word Vulnerability","description":"2nd-level transmutation Casting time: 1 action Range: 60 feet Components: v Duration: instantaneous You utter a word of power and one creature you can see within range becomes vulnerable to one of the following damage types of your choice: bludgeoning, piercing, or slashing. If the target is normally immune to the chosen damage type, it has resistance to that type of damage instead. The target must make a wisdom saving throw at the end of each of its turns. On a successful save, this vulnerability ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Powerball","description":"3rd-level Evocation Casting Time: 1 Action Range: 30 feet Components: V, S, M (a small crystal ball and a bit of rabbit fur) Duration: 1 round Choose a willing creature that you can see within range. A ball of crackling energy surrounds the target. For the duration of its turn, the target's speed is doubled and its movement does not provoke opportunity attacks. Each creature in a 10 ft radius of the target during its turn must make a Dexterity saving throw. On a failed save, a creature takes 18 (6d6) lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Expansion":32955,"Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Pratfall","description":"You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw, or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing their clothing to slip. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its AC until the end of its next turn as it uses one hand to gather itself. Only one of these effects can be used on a single creature at a time.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Pratfall","description":"1st-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute You cause a small bit of bad luck to befall a creature, making it look humorously foolish. When you cast this spell and as a bonus action on each of your turns, you can cause one creature you can see within range to experience one of the following effects. A creature can experience only one of these effects at a time. Clothing malfunction. An invisible force sharply tugs on the target’s trousers, causing their clothing to slip. The target must succeed on a dexterity saving throw or it has disadvantage on the next attack roll it makes with a two-handed weapon or it loses its shield bonus to its ac (your choice) until the end of its next turn as it uses one hand to gather itself. Disorienting clap. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a constitution saving throw or it can’t cast spells with somatic components until the end of its next turn. Flash of lights. Strobing lights flash briefly before your target’s eyes, causing difficulties with its vision. The target must succeed on a constitution saving throw or its passive perception is halved until the end of its next turn. Slippery floor. A small, oily puddle appears under the target’s feet, causing it to lose balance. The target must succeed on a dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing and balance. Sneezing fit. Tiny particles blow in your target’s face, causing it to sneeze. The target must succeed on a constitution saving throw or have disadvantage on the first attack roll it makes before the end of its next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Prayer of Aid","description":"7th-level divination Casting Time: 10 minutes Range: Self Components: V Duration: Instantaneous You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any cleric spell of your choice of 6th level or lower without expending an additional spell slot. If you have a Divine Domain, you can choose the spell from among your domain spells, instead of the cleric spell list. You ignore the spell’s casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Prayer of Healing","description":"Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs . At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Prayer of Healing","Level":2,"Range":"30 feet","School":"Evocation","Target":"Up to six creatures of your choice that you can see within range","Classes":"Cleric","Healing":"2d8","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":30,"data-DurationNum":0,"data-description":"Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Prayer of Healing","description":"2nd-Level Evocation Casting Time : 10 minutes Rang e: 30 feet Components: V Duration : Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Prayer of Healing","Level":2,"School":"Evocation","Expansion":5,"Components":"V","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Prayer of Healing","description":"Level 2 Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points . A creature can’t be affected by this spell again until that creature finishes a Long Rest . Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Abjuration","Name":"Prayer of Healing","Level":2,"Casting Time":"10 minutes","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Prayer of Healing","description":"Level 2 Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Prayer of Healing\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Prayer of Healing\\\",\\\"description\\\":\\\"Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Prayer of Healing Healing\",\"parent\":\"Prayer of Healing\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"isTemp\\\":false,\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Prayer of Healing Healing Upcast\",\"parent\":\"Prayer of Healing Healing\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"10 min","filter-Concentration":"No","Name":"Prayer of Healing","data-description":"Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.","Level":2,"Casting Time":"10 minutes","Duration":"Instantaneous","Range":"30 feet","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.","data-CastNum":5,"data-DurationNum":0,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Prayer of Resolve","description":"2nd-level evocation Casting time: 1 minute Range: 30 feet Components: v Duration: 1 hour You remind your allies of the perseverance that will be required of them. Choose up to six creatures you can see within range. Each target gains temporary hit points equal to 1d10 + your spellcasting ability modifier for the duration. This spell has no effect on undead or constructs. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Prayer Of Resolve","description":"You remind your allies of the perseverance that will be required of them. Each of up to six creatures you can see within range gains temporary hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The temporary hit points last for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained by each creature increase by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Evocation (apocalypse)","Expansion":5764,"Components":"V","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Prayer of Shielding","description":"You extend your holy symbol toward a creature within range and utter a short prayer of protection, surrounding the target with a faint halo of light. The first time that creature is hit by a melee attack during the spell’s duration, it can roll a d4 and add the result to its AC against that attack.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Prediction","description":"Divination cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You look into the near future and choose a creature within range. Once before the start of your next turn when a creature who can hear you makes an attack against the chosen creature, you can grant the attack roll a bonus equal to your spellcasting ability modifier. If the attack hits, it deals an additional 1d4 damage. The spell’s additional damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Prehensile Hair","description":"1st-level transmutation (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a braided rope) Duration: 1 hour You grow unduly long and tough hair (even from your eyebrows) which you can manipulate at will. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. You can cast spells with a range of touch using your hair, out to a range of 10 feet. Your hair returns to its normal length when this spell ends.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Premonition","description":"3rd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (bone dice with runes carved into them) Duration: 8 hours You cause a creature you touch to experience a vague vision of a future in which it experiences grievous injury, preparing them to avoid it. Once during the spell’s duration when the target would take damage, it can choose not to take that damage instead. The spell then ends for the creature. The spell ends early if you cast it again. At Higher Levels. When you cast the spell using a spell slot of 5th level or higher, you can target an additional creature within range for every two slot levels above 3rd. When you cast the spell using a spell slot of 6th through 8th level, the spell’s duration increases to 24 hours. When you cast it using a 9th level spell slot, the spell’s duration increases to 1 week.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Preserve","description":"With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see harvesting). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.","properties":{"Category":"Spells","Level":2,"School":"biomancy* (*can be replaced with abjuration)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pressure Cage","description":"Pressure Cage 2nd-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet (10-foot-radius sphere) Components: V, S, M (a shard of ball and chain) Duration: Concentration, up to 1 minute Gravity increases within a 10-foot-radius sphere centered on a point you choose within range, causing immense pressure to be applied to all within, and the area is difficult terrain. When a creature enters the sphere for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or its speed is reduced to 0 until the start of its next turn. On subsequent turns, as a bonus action, you can move the sphere up to 20 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft (10 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Prestidigitation","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a c⁠andle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a s⁠ymbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Prestidigitation","Level":0,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Prestidigitation","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a c⁠andle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a s⁠ymbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Prestidigitation","Level":0,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Prestidigitation","description":"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range. • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle , a torch , or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Prestidigitation","Level":0,"Range":"10 feet","School":"Transmutation","Target":"See text","Classes":"Artificer, Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":8,"data-description":"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:<br />You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.<br />You instantaneously light or snuff out a candle, a torch, or a small campfire.<br />You instantaneously clean or soil an object no larger than 1 cubic foot.<br />You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.<br />You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.<br />You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.<br />If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Prestidigitation","description":"Transmutation Cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Prestidigitation","description":"Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","properties":{"Category":"Spells","School":"Transmutation","Name":"Prestidigitation","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Prestidigitation","description":"Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Prestidigitation\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Prestidigitation\\\",\\\"description\\\":\\\"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\\\\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\\\\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\\\\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\\\\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\\\\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\\\\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Up to 1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Prestidigitation","data-description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\nSensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\nFire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.\nClean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.\nMinor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\nMagic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\nMinor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","Level":0,"Casting Time":"Action","Duration":"Up to 1 hour","Range":"10 feet","Components":"V S","data-CastNum":2,"data-DurationNum":8,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Primal Fear","description":"A creature of your choice that you can see within range becomes uncontrollably terrified of everything around them if affected by this power. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Primal Infusion","description":"You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits: You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated. Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit. You gain a +2 bonus to AC. You have proficiency on Constitution saving throws.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Primal Infusion","description":"You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits: You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated. Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit. You gain a +2 bonus to AC. You have proficiency in Constitution saving throws.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Primal Infusion","description":"5th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a carnivorous animal) Duration: Concentration, up to 1 minute You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits: You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated. Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit. You gain a +2 bonus to AC. You have proficiency on Constitution saving throws.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Primal Savagery","description":"Transmutation Cantrip Casting Time : 1 action Rang e: Self Components: S Duration : Instantaneous You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":6,"Components":"S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Primal Scent","description":"You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5. When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.","properties":{"Category":"Spells","Level":0,"School":"Divination cantrip","Components":"S ","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Primal Squall","description":"","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Conjuration","Expansion":32048,"Components":"V, S","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Primordial Ward","description":"6th-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Primordial Ward","description":"6th-Level Abjuration Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.","properties":{"Category":"Spells","Level":6,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Primordial Weapon","description":"5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with power from one of the Elemental Planes of your choice: Air, Earth, Fire, or Water. The weapon gains additional effects depending on your choice for the duration. In addition, if the weapon isn’t already a magic weapon, it becomes one for the duration. Air. The weapon and the creature wielding it are imbued with the power of wind and storms. Weapon attacks made with the weapon deal an extra 1d8 lightning damage on a hit. A creature holding the weapon has its speed increased by 20 feet, doesn’t provoke opportunity attacks with its movement, and can use a bonus action on each of its turns to make an attack with the weapon. Earth. The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical difficult terrain, and has advantage on Strength checks and on any saving throw it makes against being knocked prone or moved against its will. Fire. The weapon and the creature wielding it are imbued with the power of all-consuming flame. Weapon attacks made with the weapon deal an extra 1d8 fire damage on a hit. The first time each turn that a target is hit with an attack using the weapon, a fiery explosion bursts from the point of impact. Each creature other than one holding the weapon within 10 feet of the target must make a Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one. The explosion ignites each flammable object in the area that isn’t being worn or carried. A creature holding the weapon has resistance against cold damage and fire damage. Water. The weapon and the creature wielding it are imbued with the strength and ruthlessness of the sea. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. The first time each turn that a target is hit with an attack using the weapon, it must succeed on a Strength saving throw or be pushed 10 feet straight away from the attacker and be knocked prone. A creature holding the weapon can breathe in both air and water, gains a swimming speed of 40 feet, and ignores any disadvantage on attacks it would suffer for using the weapon in water or for attacking a target under water.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Prince's Pillar","description":"2nd-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a handful of earth or a stone the size of one’s fist) Duration: 10 minutes You create a pillar of earth beneath a creature on the ground you can see within range, which can include yourself. The pillar is a 5-foot-radius, 30-foot-tall cylinder. If the target is a hostile creature, it must make a dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is pushed up to 10 feet away from the pillar. On a successful save, the target takes half the damage and is pushed to a space of its choice within 5 feet of the pillar. If the target is yourself or a friendly creature, that creature is raised gently atop the pillar. The pillar has an ac equal to your spell save dc and hit points equal to twice your spell save dc. When reduced to 0 hit points or at the end of the spell’s duration, the pillar crumbles and vanishes. If you or a friendly creature is atop the pillar, that creature is brought gently to the ground in the space the pillar previously occupied. If any other creature was atop the pillar, it falls, taking falling damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M ","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Prismari Command","description":"When you cast this spell, choose two of the following effects: Make a ranged spell attack targeting a single creature within 60 feet. The creature takes 6d6 fire damage on a hit or half as much damage if you miss. Target creature with “Recharge X-Y” special abilities must make a Wisdom saving throw for each such ability. On a failure, the special ability is considered to have been used and the creature cannot roll to recharge for the special ability until after the start of your next turn. You recover a single expended 2nd-level spell slot or two 1st-level spell slots. Target magic item you can see within 60 feet loses all magic properties until the start of your next turn. If the magic item is being worn or carried, the creature wearing or carrying it can make a Charisma saving throw. On a success, this spell does not effect the magic item. At Higher Levels: When you cast this spell using a spell slot of 7th level, you can choose one additional effect (three total). When you cast this spell using a spell slot of 9th level, you can choose one additional effect (four total).","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"evocation","Expansion":32309,"Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Prismatic Bolt","description":"Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You unleash a bolt of raw magical energy at a creature you choose within range. You choose acid, cold, fire, lightning, or poison for the type of bolt you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 1d4 damage of the type you chose. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Additionally, more damage types are added to your type list when you reach certain levels: necrotic and radiant at 5th level, psychic and thunder at 11th level, and force at 17th level.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Prismatic Ray","description":"A ray of shifting color springs from your hand. Make a ranged spell attack against a single target. The ray's effect depends on which color happens to be dominant when the beam strikes its target, determined by rolling 1d8. d8 Color Effect Saving Throw 1 Red 8d10 fire damage Dexterity 2 Orange 8d10 acid damage Dexterity 3 Yellow 8d10 lightning damage Dexterity 4 Green Target Poisoned Constitution 5 Blue Target Deafened Constitution 6 Indigo Target Frightened Wisdom 7 Violet Target Stunned Constitution 8 Shifting Ray Target Blinding Constitution A successful Dexterity saving throw reduces damage to half. A successful Constitution or Wisdom saving throw negates the effect; an affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. On a critical hit, the spell causes no additional damage but the caster can choose the color of the beam that hits the target.","properties":{"Category":"Spells","Level":5,"School":"Evocation (Rune)","Expansion":9,"Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Prismatic Ray","description":"A ray of shifting color springs from your hand. Make a ranged spell attack against a single target. The ray's effect depends on which color happens to be dominant when the beam strikes its target, determined by rolling 1d8. d8 Color Effect Saving Throw 1 Red 8d10 fire damage Dexterity 2 Orange 8d10 acid damage Dexterity 3 Yellow 8d10 lightning damage Dexterity 4 Green Target Poisoned Constitution 5 Blue Target Deafened Constitution 6 Indigo Target Frightened Wisdom 7 Violet Target Stunned Constitution 8 Shifting Ray Target Blinding Constitution A successful Dexterity saving throw reduces damage to half. A successful Constitution or Wisdom saving throw negates the effect; an affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. On a critical hit, the spell causes no additional damage but the caster can choose the color of the beam that hits the target.","properties":{"Category":"Spells","Save":"Varies","Level":5,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Varies","Casting Time":"1 action "},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Prismatic Ray","description":"5th-Level Evocation Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8. d8 Color Effect Saving Throw 1 Red 8d10 fire damage Dexterity 2 Orange 8d10 acid damage Dexterity 3 Yellow 8d10 lightning damage Dexterity 4 Green Target poisoned Constitution 5 Blue Target deafened Constitution 6 Indigo Target frightened Wisdom 7 Violet Target stunned Constitution 8 Shifting ray Target blinded Constitution A target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Prismatic Spray","description":"Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6-Indigo: On a failed save, the target is restrained . It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. 7-Violet: On a failed save, the target is blinded . It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.","properties":{"Category":"Spells","Name":"Prismatic Spray","Level":7,"Range":"Self (60-foot cone)","School":"Evocation","Target":"Each creature in a 60-foot cone","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-3,"data-DurationNum":0,"data-description":"Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.<br />1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.<br />2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.<br />3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.<br />4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.<br />5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.<br />6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.<br />7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)<br />8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Prismatic Spray","description":"7th-Level Evocation Casting Time : 1 action Rang e: Self (60-foot cone) Components: V, S Duration : Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.","properties":{"Category":"Spells","Name":"Prismatic Spray","Level":7,"School":"Evocation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Prismatic Spray","description":"Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone . Each creature in the Cone makes a Dexterity saving throw . For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed Save: 12d6 Fire damage . Successful Save: Half as much damage . 2 Orange. Failed Save: 12d6 Acid damage . Successful Save: Half as much damage . 3 Yellow. Failed Save: 12d6 Lightning damage . Successful Save: Half as much damage . 4 Green. Failed Save: 12d6 Poison damage . Successful Save: Half as much damage . 5 Blue. Failed Save: 12d6 Cold damage . Successful Save: Half as much damage . 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8.","properties":{"Category":"Spells","School":"Evocation","Name":"Prismatic Spray","Level":7,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Prismatic Spray","description":"Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. 2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. 3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. 4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Dexterity Save","Spell Attack":"None","filter-Level":7,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Prismatic Spray\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Prismatic Spray\\\",\\\"description\\\":\\\"Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\\\\nPrismatic Rays\\\\n1d8 - Ray\\\\n1 - Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\\\\n2 - Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\\\\n3 - Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\\\\n4 - Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\\\\n5 - Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\\\\n6 - Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\\n7 - Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\\\\n8 - Special. The target is struck by two rays. Roll twice, rerolling any 8.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Generic Roll\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"name\\\":\\\"Spray Effect\\\",\\\"rollString\\\":\\\"1d8\\\"}\"},{\"name\":\"Prismatic Spray Red Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Red\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Red Damage\",\"parent\":\"Prismatic Spray Red Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Spray Orange Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Orange\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Acid damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Orange Damage\",\"parent\":\"Prismatic Spray Orange Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Spray Yellow Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Yellow\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Lightning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Yellow Damage\",\"parent\":\"Prismatic Spray Yellow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Lightning\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Spray Green Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Green\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Poison damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Green Damage\",\"parent\":\"Prismatic Spray Green Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Poison\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Spray Blue Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Blue\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Cold damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Blue Damage\",\"parent\":\"Prismatic Spray Blue Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Spray Indigo Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Indigo\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Indigo Condition\",\"parent\":\"Prismatic Spray Indigo Attack\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Prismatic Spray Indigo Restrained\\\",\\\"description\\\":\\\"The target makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\"}\"},{\"name\":\"Prismatic Spray Indigo Restrained Attack\",\"parent\":\"Prismatic Spray Indigo Attack\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Indigo Restrained\\\",\\\"description\\\":\\\"Makes a Constitution saving throw at the end of each of its turns.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell.\\\",\\\"onSucceed\\\":\\\"If it successfully saves three times, the condition ends.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Prismatic Spray Violet Attack\",\"parent\":\"Prismatic Spray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Violet\\\",\\\"description\\\":\\\"Each creature in the Cone makes a Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"60 foot\\\"}}\"},{\"name\":\"Prismatic Spray Violet Blinded Attack\",\"parent\":\"Prismatic Spray Violet Attack\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Spray - Violet Blinded\\\",\\\"description\\\":\\\"The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Blinded condition ends, and the creature teleports to another plane of existence (DM's choice).\\\",\\\"onSucceed\\\":\\\"Blinded condition ends.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Prismatic Spray","data-description":"Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\nPrismatic Rays\n1d8 - Ray\n1 - Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 - Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 - Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 - Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 - Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 - Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 - Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 - Special. The target is struck by two rays. Roll twice, rerolling any 8.","Level":7,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S","data-CastNum":2,"data-DurationNum":0,"Save":"Dexterity","Damage":"12d6","Damage Type":"Fire","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Prismatic Wall","description":"A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. Indigo: On a failed save, the creature is restrained . It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. Violet: On a failed save, the creature is blinded . It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.","properties":{"Category":"Spells","Name":"Prismatic Wall","Level":9,"Range":"60 feet","School":"Abjuration","Target":"A point you can see within range","Classes":"Wizard","Duration":"10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":6,"data-description":"A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.<br />The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.<br />The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.<br />The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.<br />1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.<br />2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.<br />3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.<br />4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.<br />5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.<br />6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.<br />While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.<br />7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Prismatic Wall","description":"9th-Level Abjuration Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on the wall, and dispel magic works only against the violet layer. 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. 6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.","properties":{"Category":"Spells","Name":"Prismatic Wall","Level":9,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Prismatic Wall","description":"Level 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage . Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage . 2 Orange. Failed Save: 12d6 Acid damage . Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind ). 3 Yellow. Failed Save: 12d6 Lightning damage . Successful Save: Half as much damage . Additional Effects: The layer is destroyed if it takes at least 60 Force damage . 4 Green. Failed Save: 12d6 Poison damage . Successful Save: Half as much damage . Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5 Blue. Failed Save: 12d6 Cold damage . Successful Save: Half as much damage . Additional Effects: The layer is destroyed if it takes at least 25 Fire damage . 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save , the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic .","properties":{"Category":"Spells","School":"Abjuration","Name":"Prismatic Wall","Level":9,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Fire","data-RangeAoe":"60 ft (90 feet long, 30 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Prismatic Wall","description":"Level 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind ). 3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. 4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic .","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Constitution Save, Blinded","Spell Attack":"None","filter-Level":9,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Prismatic Wall\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Prismatic Wall\\\",\\\"description\\\":\\\"A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\\\\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\\\\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\\\\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\\\\nPrismatic Layers\\\\nOrder - Effects\\\\n1 - Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\\\\n2 - Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\\\\n3 - Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\\\\n4 - Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\\\\n5 - Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\\\\n6 - Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\\\\n7 - Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"90 feet long, 30 feet high*\\\"}}\"},{\"name\":\"Prismatic Wall Proximity Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Proximity\\\",\\\"description\\\":\\\"If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Blinded condition for 1 minute.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Prismatic Wall Red Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Red\\\",\\\"description\\\":\\\"Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Prismatic Wall Red Damage\",\"parent\":\"Prismatic Wall Red Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Wall Orange Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Orange\\\",\\\"description\\\":\\\"Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Acid damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Prismatic Wall Orange Damage\",\"parent\":\"Prismatic Wall Orange Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Wall Yellow Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Yellow\\\",\\\"description\\\":\\\"Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Lightning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Prismatic Wall Yellow Damage\",\"parent\":\"Prismatic Wall Yellow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Lightning\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Wall Green Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Green\\\",\\\"description\\\":\\\"Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Poison damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Prismatic Wall Green Damage\",\"parent\":\"Prismatic Wall Green Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Poison\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Wall Blue Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Blue\\\",\\\"description\\\":\\\"Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 12d6 Cold damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Prismatic Wall Blue Damage\",\"parent\":\"Prismatic Wall Blue Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Prismatic Wall Indigo Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Indigo\\\",\\\"description\\\":\\\"Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns.\\\"}}\"},{\"name\":\"Prismatic Wall Indigo Condition\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Prismatic Wall Indigo Restrained\\\",\\\"description\\\":\\\"The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\"}\"},{\"name\":\"Prismatic Wall Indigo Restrained Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Indigo Restrained\\\",\\\"description\\\":\\\"Makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"If fails three times, gains the Petrified condition.\\\",\\\"onSucceed\\\":\\\"If successful three times, the condition ends.\\\"}}\"},{\"name\":\"Prismatic Wall Violet Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Violet\\\",\\\"description\\\":\\\"Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn.\\\"}}\"},{\"name\":\"Prismatic Wall Violet Blinded Attack\",\"parent\":\"Prismatic Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Prismatic Wall - Violet Blinded\\\",\\\"description\\\":\\\"Makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The Blinded condition ends, and the creature teleports to another plane of existence (DM's choice).\\\",\\\"onSucceed\\\":\\\"The Blinded condition ends.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Prismatic Wall","data-description":"A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\nPrismatic Layers\nOrder - Effects\n1 - Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 - Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 - Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 - Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 - Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 - Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 - Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.","Level":9,"Casting Time":"Action","Duration":"10 minutes","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":6,"data-RangeNum":60,"Save":"Constitution","Damage":"12d6","Damage Type":"Fire","data-RangeAoe":"60 ft (90 feet long, 30 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Prison of Hungry Bones","description":"5th-level necromancy Casting time: 1 action Range: 60 feet Components: v, s, m (a bone engraved with the image of a barred cell) Duration: 1 hour A magical cage of bones erupts out of the ground to surround a creature on the ground you can see within range. The target must succeed on a dexterity saving throw or be captured in the cage. While in the cage, the target is restrained and can’t use or be targeted by teleportation or interplanar travel spells and effects. The cage has an ac equal to your spell save dc and 50 hit points. The cage takes only half the damage dealt to it and deals necrotic damage equal to that amount to the target, as it siphons life from the target.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Private Sanctum","description":"You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties. • Sound can't pass through the barrier at the edge of the warded area. • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision ) through it. • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. • Creatures in the area can't be targeted by divination spells. • Nothing can teleport into or out of the warded area. • Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.","properties":{"Category":"Spells","Name":"Private Sanctum","Level":4,"Range":"120 feet","School":"Abjuration","Target":"An area within range","Classes":"Artificer, Wizard","Duration":"24 hours","Material":"A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"data-RangeNum":120,"data-DurationNum":14,"data-description":"You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<br />When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:<br />Sound can’t pass through the barrier at the edge of the warded area.<br />The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.<br />Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.<br />Creatures in the area can’t be targeted by divination spells.<br />Nothing can teleport into or out of the warded area.<br />Planar travel is blocked within the warded area.<br />Casting this spell on the same spot every day for a year makes this effect permanent.<br />At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Produce Flame","description":"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack . On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Produce Flame","Level":0,"Range":"Self","Damage":"1d8","School":"Conjuration","Target":"Self or a creature within 30 feet of you","Classes":"Druid","Duration":"10 minutes","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":6,"data-description":"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.<br />You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.","data-Cantrip Scaling":"dice","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Produce Flame","description":"Conjuration Cantrip Casting Time : 1 action Rang e: Self Components: V, S, M Duration : 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Produce Flame","Level":0,"School":"Conjuration","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Produce Flame","description":"Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack . On a hit, the target takes 1d8 Fire damage . Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Conjuration","Name":"Produce Flame","Level":0,"Casting Time":"Bonus Action","Components":"V S","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Produce Flame","description":"Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Fire Damage","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Produce Flame\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Produce Flame\\\",\\\"description\\\":\\\"A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\\\\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"cantripScale\\\":\\\"Dice\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Produce Flame Attack\",\"parent\":\"Produce Flame\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Produce Flame\\\",\\\"range\\\":\\\"60 feet\\\",\\\"description\\\":\\\"You can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Produce Flame Damage\",\"parent\":\"Produce Flame Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Produce Flame Damage Upcast 5\",\"parent\":\"Produce Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Produce Flame Damage Upcast 11\",\"parent\":\"Produce Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Produce Flame Damage Upcast 17\",\"parent\":\"Produce Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Produce Flame","data-description":"A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\nUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.","Level":0,"Casting Time":"Bonus Action","Duration":"10 minutes","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-DurationNum":6,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Proficiency Augmentation","description":"2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a small quantity of gemstones worth at least 250 gp) Duration: 1 hour Classes : Bard, Cleric You touch a willing creature and grant them proficiency in one skill, tool, or vehicle of your choice. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26071,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Programmed Illusion","description":"6th-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration : Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The i⁠llusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the i⁠llusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the i⁠llusion springs into existence and performs in the manner you described. Once the i⁠llusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the i⁠llusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an i⁠llusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the i⁠llusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","Name":"Programmed Illusion","Level":6,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Programmed Illusion","description":"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","Name":"Programmed Illusion","Level":6,"Range":"120 feet","School":"Illusion","Target":"See text","Classes":"Bard, Wizard","Duration":"Until dispelled","Material":"A bit of fleece and jade dust worth at least 25 gp","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":18,"data-description":"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.<br />When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.<br />The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.<br />Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Programmed Illusion","description":"Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You create an illusion of an object , a creature , or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube , and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature .","properties":{"Category":"Spells","School":"Illusion","Name":"Programmed Illusion","Level":6,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"120 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Programmed Illusion","description":"Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Programmed Illusion\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Programmed Illusion\\\",\\\"description\\\":\\\"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\\\\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\\\\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\\\\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"jade dust worth 25+ GP\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"30 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Programmed Illusion","data-description":"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\nWhen the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.\nThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","Level":6,"Casting Time":"Action","Duration":"Until dispelled","Range":"120 feet","Components":"V S M","Material":"jade dust worth 25+ GP","data-CastNum":2,"data-DurationNum":18,"data-RangeNum":120,"data-RangeAoe":"120 ft (30 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Programmed Trigger","description":"When you use this power, you create a trigger that causes harm when conditions are met to set it off. The trigger can take the form of a semi-translucent mark (in a design of your choice), or a tiny micro-device. It is placed either upon a surface (such as a desk, panel, or a section of floor or wall) or within an object that can be closed (such as a box, case, or cabinet) to conceal the trigger. If you choose a surface, the trigger’s sensor can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you activated this power, the trigger is nullified, and the effect automatically ends. The trigger is nearly invisible and requires a successful Intelligence (Investigation) check against your esper power save DC to be found. You decide what sets off the trigger when you activate this power. Triggers placed on a surface, are typically set off by touching or standing on them, removing another object covering the trigger, approaching within a certain distance of the trigger, or manipulating the object on which the trigger is placed. Triggers placed within an object are most commonly set off by opening that object, approaching within a certain distance of the object, or seeing and looking at the trigger for a set length of time. Once a trigger is set off, its effect activates then immediately ends. You can further refine the trigger so the effect activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, to be set off only by netherants or kanasi), or alignment. You can also set conditions for creatures that don’t set off the trigger, such as those who say a certain password. When you place the trigger, choose between an explosive trigger and a power trigger. Explosive Trigger. When set off, the trigger erupts with elemental energy in a 20-foot-radius sphere centered on the trigger. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the trigger), or half as much damage on a successful one. Power Trigger. You can store a power of rank 3 or lower in the trigger by activating it as part of using this power. When you do so, you expend the appropriate tech slot or talent points in addition to the cost of using this power. The power must target a single creature or an area. The power being stored has no immediate effect when used in this way. When the trigger is set off, the stored power is activated. If the power has a target, it targets the creature that set off the trigger. If the power affects an area, the area is centered on that creature. If the power summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the power requires concentration, it lasts until the end of its full duration. At Higher Ranks. When you use this power at rank 4 or higher, the damage of an explosive trigger increases by 1d8 for each rank above 3. If you create a power trigger , you can store any power of the same rank as the rank at which you activate programmed trigger .","properties":{"Category":"Spells","Level":3,"School":"Metaphase","Expansion":27051,"Casting Time":"1 hour"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Project Fear","description":"Illusion cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You tap into the nightmares of a creature you can see within range and create an illusory manifestation of one of its fears in your space until the start of your next turn. The illusion is visible only to the target and stays with you as you move. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and become unable to willingly move closer to you until the start of your next turn. A creature immune to being frightened automatically succeeds on its saving throw against the spell. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Project Image","description":"7th-Level Illusion Casting Time : 1 action Rang e: 500 miles Components: V, S, M (a small replica of you made from materials wor) Duration : Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the i⁠llusion takes any damage, it disappears, and the spell ends. You can use your action to move this i⁠llusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its se⁠nses to using your own, or back again. While you are using its sen⁠ses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an ⁠illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","Name":"Project Image","Level":7,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"500 miles"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Project Image","description":"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","Name":"Project Image","Level":7,"Range":"500 miles","School":"Illusion","Target":"Any location within range that you have seen before","Classes":"Bard, Wizard","Duration":"Up to 1 day","Material":"A small replica of you made from materials worth at least 5 gp","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":2640000,"data-DurationNum":21,"data-description":"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.<br />You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.<br />You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.<br />Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","data-RangeAoe":"500 miles"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Project Image","description":"Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage , it disappears, and the spell ends. You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action , you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature .","properties":{"Category":"Spells","School":"Illusion","Name":"Project Image","Level":7,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Project Image","description":"Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Project Image\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Project Image\\\",\\\"description\\\":\\\"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\\\\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\\\\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"500 miles\\\",\\\"duration\\\":\\\"Concentration, up to 1 day\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a statuette of yourself worth 5+ GP\\\"}}\"},{\"name\":\"Project Image Action\",\"parent\":\"Project Image\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Project Image\\\",\\\"description\\\":\\\"As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Project Image","data-description":"You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.","Level":7,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 day","Range":"500 miles","Components":"V S M","Material":"a statuette of yourself worth 5+ GP","data-CastNum":2,"data-RangeNum":500},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Projected Force","description":"You create a small sphere of gravitic force in an unoccupied space that you can see within range. The sphere lasts for the power’s duration, and it moves at your command, manipulated by the movements of your hand and fingers. The sphere is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the effect ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The sphere doesn’t take up any physical space. When you activate this power and as a bonus action on your subsequent turns, you can move the sphere up to 60 feet and then cause one of the following effects with it. Strike. The sphere strikes one creature or object within 5 feet of it. Make a melee channeling attack for the sphere using your game statistics. On a hit, the target takes 4d8 force damage. Push. The sphere attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the sphere’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the sphere pushes the target up to 5 feet plus a number of feet equal to five times your channeling ability modifier. The sphere moves with the target to remain within 5 feet of it. Hold. The sphere attempts to surround and restrain a Huge or smaller creature within 5 feet of it. You use the sphere’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the sphere is grappling the target, you can use a bonus action to have the sphere crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your channeling ability modifier. Block. The sphere flattens into a force barrier and interposes itself between you and a creature you choose until you give the sphere a different command. The sphere moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the sphere’s space if its Strength score is less than or equal to the sphere’s Strength score. If its Strength score is higher than the sphere’s Strength score, the target can move toward you through the sphere’s space, but that space is difficult terrain for the target. At Higher Ranks. When you use this power at rank 6 or higher, the damage for the strike option increases by 2d8 and the damage from the hold increases by 2d6 for each rank above 5.","properties":{"Category":"Spells","Level":5,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Propelled Shot","description":"Choose one object weighing 5 to 10 pounds within range that isn’t being worn or carried. You levitate and hurl the object in a straight line up to 90 feet in a direction you choose before it falls to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target, then falls to the floor. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. At Higher Ranks. When you use this power at rank 2 or higher, the maximum weight of the objects you can target with this power increases by 5 pounds, and the damage increases by 1d8 for each rank above 1.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Kinesis","Expansion":27051,"Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Prophesied Strike","description":"7th-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature and imbue it with the forces of destiny. The next time the creature makes a weapon or spell attack during this spell’s duration, the attack automatically hits without the creature needing to make an attack roll, and the attack scores a critical hit. At Higher Levels. When you use a spell slot of 8th level or higher, for each slot level higher than 7th, the creature rolls an additional 2d12 when determining the extra damage for the critical hit.","properties":{"Category":"Spells","Level":7,"School":"divination","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Proselytize","description":"You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (apocalypse)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Proselytize","description":"1st-level enchantment Casting time: 1 action Range: self (10-foot radius) Components: v, s, m (a holy symbol or religious tome, text, or pamphlet) Duration: instantaneous You imbue your words with overwhelming emotion, bringing creatures around you to their knees. Every creature within 10 feet of you must make a wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Protect Threshold","description":"2nd-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter) Duration: 10 minutes Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Protection","description":"You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour . Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Protection","description":"Protection 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a miniature silver shield worth 10 gp, which the spell consumes) Duration: Concentration, up to 1 hour Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see within range for the next hour . Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":26720,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Protection Field","description":"You are able to generate a minor force field from your body. Your base AC becomes 13 + your Dexterity modifier and functions as a PSD against weapons with the kinetic property. To receive any benefit from this power, you cannot be wearing any armor or other protective gear. You may dismiss the effect of this power with an action.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Protection from Ballistics","description":"2nd-level abjuration (renaissance) Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":26275,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Protection from Energy","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.","properties":{"Category":"Spells","Name":"Protection from Energy","Level":3,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Protection from Energy","description":"For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder.","properties":{"Category":"Spells","Name":"Protection from Energy","Level":3,"Range":"Touch","School":"Abjuration","Target":"The willing creature you touch","Classes":"Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard","Duration":"Up to 1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Protection from Energy","description":"Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid , Cold , Fire , Lightning , or Thunder .","properties":{"Category":"Spells","School":"Abjuration","Name":"Protection from Energy","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Protection from Energy","description":"Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Protection from Energy\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Protection from Energy\\\",\\\"description\\\":\\\"For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Protection from Energy Condition\",\"parent\":\"Protection from Energy\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Protection from Energy\\\",\\\"description\\\":\\\"For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.\\\"}\"},{\"name\":\"Protection from Energy Resistance\",\"parent\":\"Protection from Energy Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"details\\\":\\\"Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Protection from Energy","data-description":"For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Protection from Evil and Good","description":"Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed , frightened , or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","Name":"Protection from Evil and Good","Level":1,"Range":"Touch","School":"Abjuration","Target":"One willing creature you touch","Classes":"Cleric, Paladin, Warlock, Wizard","Duration":"Up to 10 minutes","Material":"Holy water or powdered silver and iron, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":5,"data-description":"Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.<br />The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Protection from Evil and Good","description":"1st-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration : Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already c⁠harmed, f⁠rightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","Name":"Protection from Evil and Good","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Protection from Evil and Good","description":"1st-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Protection from Evil and Good","description":"Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations , Celestials , Elementals , Fey , Fiends , or Undead . The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target . The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed , or Frightened by such a creature , the target has Advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","School":"Abjuration","Name":"Protection from Evil and Good","Level":1,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Protection from Evil and Good","description":"Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Druid, Paladin, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Protection from Evil and Good\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Protection from Evil and Good\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a flask of Holy Water worth 25+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Protection from Evil and Good Condition\",\"parent\":\"Protection from Evil and Good\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Protection from Evil and Good\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits.\\\"}\"},{\"name\":\"Protection from Evil and Good Immunity\",\"parent\":\"Protection from Evil and Good Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Possessed, Charmed, or Frightened\\\",\\\"details\\\":\\\"by Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.\\\"}\"},{\"name\":\"Protection from Evil and Good Advantage\",\"parent\":\"Protection from Evil and Good Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Protection from Evil and Good","data-description":"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"Concentration up to 10 minutes","Range":"Touch","Components":"V S M","Material":"a flask of Holy Water worth 25+ GP, which the spell consumes","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Protection from Poison","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.","properties":{"Category":"Spells","Name":"Protection from Poison","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Protection from Poison","description":"You touch a creature. If it is poisoned , you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.","properties":{"Category":"Spells","Name":"Protection from Poison","Level":2,"Range":"Touch","School":"Abjuration","Target":"A creature","Classes":"Artificer, Cleric, Druid, Paladin, Ranger","Duration":"1 hour","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.<br />For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Protection from Poison","description":"Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage .","properties":{"Category":"Spells","School":"Abjuration","Name":"Protection from Poison","Level":2,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Protection from Poison","description":"Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Protection from Poison\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Protection from Poison\\\",\\\"description\\\":\\\"You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Protection from Poison Condition\",\"parent\":\"Protection from Poison\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Protection from Poison\\\",\\\"description\\\":\\\"You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.\\\"}\"},{\"name\":\"Protection from Poison Resistance\",\"parent\":\"Protection from Poison Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"},{\"name\":\"Protection from Poison Advantage\",\"parent\":\"Protection from Poison Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on saving throws to avoid or end the Poisoned condition.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Protection from Poison","data-description":"You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.","Level":2,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Protection from the Void","description":"Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage and has advantage on saving throws against Void spells.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Protection from the Void","description":"Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against void spells.","properties":{"Category":"Spells","Level":1,"School":"void","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Protection From The Void","description":"Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against Void spells.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (void)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Protective Ice","description":"When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes. A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage. If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired. At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Protective Ice","description":"3rd-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a seed encased in ice or glass) Duration: Concentration, up to 1 hour When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes. A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage. If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 Hit Points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired. At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s Hit Points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Protective Nimbus","description":"You wrap yourself in a corona that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to necrotic damage. You can end the spell early by using an action to dismiss it.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (illumination)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Protective Nimbus","description":"3rd-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a crystal or glass bead) Duration: 10 minutes You wrap yourself in a corona that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to necrotic damage. You can end the spell early by using an action to dismiss it.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Protective Sphere","description":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other esper power effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate power targeting the globe destroys it without harming anything inside it.","properties":{"Category":"Spells","Level":4,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Proton Blade","description":"A small blade of pure energy forms around your hand. The blade sheds dim light up to 10 feet. For the duration, your unarmed attacks deal 1d6 force damage. This damage is still considered mundane for purposes of resistances and immunities.","properties":{"Category":"Spells","Level":0,"School":"Alteration","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psi Blast","description":"You launch a streaming coil of psychic energy at a target you can see. Make a ranged channeling attack. On a hit, the target takes 1d10 psychic damage. The target also loses any benefit from cover against your next attack roll against it. This effect lasts until either the end of your next turn or whenever you hit another target with this power, whichever comes first. This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","properties":{"Category":"Spells","Level":0,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psychedelics","description":"1st-level illusion Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a mushroom) Duration: 1 round For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. Each creature you choose within range must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn. Additionally, the colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"illusion","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Psychic Backlash","description":"You place a psychic mark upon a creature that struck you, unleashing a chain of reactive energy into them. The creature must make a Dexterity saving throw. It takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d10 for each rank above 1.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psychic Contagion","description":"7th-level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: 7 days Your touch incites an emotional response in your target, which then spreads to others they come in contact with. One creature you touch must succeed on a Charisma saving throw or be overtaken by a powerful emotion (choose one from the list below). In addition, any afflicted creature has disadvantage on Wisdom (Insight), Charisma (Deception), and Charisma (Persuasion) checks. Whenever an afflicted creature touches another creature, that creature must also succeed on a Charisma saving throw against the original spell’s DC or be afflicted itself. This contagion is considered a curse, and can be removed by any means that could end one. The curse ends for all afflicted when the curse is removed from the original target, or when the curse ends naturally after the 7 day period. Casting the spell on the original target with the same emotion while the curse is in effect extends the duration of the spell to another 7 days. A creature that is immune to being charmed is immune to this spell. Emotion Effect Happiness The target is overcome with manic joy. No matter how dire their situation, the target cannot help but grin, laugh, or otherwise be joyful. They will interact with others as though nothing is wrong. Sadness The target is overcome with overwhelming depression. No matter how joyous the occasion, they cannot help but take the worst or most pessimistic view. Fear The target is overcome with overwhelming dread. The thing they worry about most becomes a constant fear in need of immediate attention, and they cannot be talked out of it. Disgust The target is overcome with overwhelming disgust toward the thing they hated the most. They are driven to go to great lengths to destroy (physically or socially) the focus of their disgust. Anger The target is overcome with overwhelming rage. The next time something happens that they don’t like, they are driven to take complete revenge on its source.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Psychic Drain","description":"You cause a direct link with a single creature’s mind and drain the target psychically. The target must make a Wisdom saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. You gain temporary hit points equal to half the amount of damage dealt. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"necromancy","Components":"S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Psychic Overload","description":"You attempt to overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, the stunning effect ends.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psychic Scream","description":"9th-Level Enchantment Casting Time : 1 action Rang e: 9 0 feet Components: S Duration : Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.","properties":{"Category":"Spells","Save":"Intelligence","Level":9,"School":"Enchantment","Components":"S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Psychic Storm","description":"You unleash a powerful wave of destructive psychic energy, assaulting the minds of up to eight creatures of your choice that you can see within range. Each target must make an Intelligence saving throw. On a failed save, a target takes 12d8 psychic damage on a failed save and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. The stunned target must make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.","properties":{"Category":"Spells","Save":"Intelligence","Level":9,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psychic Wave","description":"You harness your darkest thoughts, sending a wave of psychic energy that assaults the minds of all in its path. Each creature in a 15-foot cone must make a Wisdom saving throw, suffering 3d6 psychic damage on a failed save, and half as much on a successful one. At Higher Ranks. When you use this power at rank 3 or higher, the damage increases by 1d6 for each rank above 2.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Psychokinesis","description":"Conjuration Cantrip Range: 30 ft. Components: V, M Duration: Instantaneous Make a ranged spell attack against a creature you can see within range. On a hit the creature takes 1d6 psychic damage. Then, if the creature is Large or smaller, it is teleported to an empty spot on the ground up to 10 ft. from its original position. This spell’s damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Puff of Smoke","description":"Evocation Cantrip Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Puff Of Smoke","description":"By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures with tremorsense or blindsight.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Evocation (Dragon)","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Puff Of Smoke","description":"By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Evocation (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pulse Beam","description":"You fire an ion energy beam that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. If the creature is an automaton or construct, they take 5d6 lightning damage on a failed save and are stunned until the end of their next turn. They take half as much damage on a successful save and are not stunned. A creature that fails its saving throw loses the use of any electronic device it is using or carrying for 1 minute. Any energy based weapon, such as a laser pistol or energy blade cannot be used to make weapon attacks until the end of the creature’s next turn. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d8 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pulse Wave","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy and Graviturgy Wizard Schools of Magic. 3rd-Level Evocation Casting Time : 1 action Rang e: Self (30-foot cone) Components: V, S Duration : Instantaneous You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Evocation","Expansion":5016,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Pulse Wave","description":"3rd-level evocation Casting Time : 1 action Range: Self (30-foot cone) Compon ents: V, S Duration: Instantaneous You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or have as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Expansion":29448,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Pulsing Strike","description":"The next time you hit a creature with a weapon attack during this power’s duration, the weapon attaches a device onto the target that delivers powerful electrical pulses. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 lightning damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to remove the device, the effect ends.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pummelstone","description":"You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pummelstone","description":"You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"Conjuration (Elemental)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Pummelstone","description":"Conjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Puppeteer","description":"You channel the arcane essence in your blood to temporarily enthral the creatures around you. You release a wave of dark crimson energy from your body that seeps into the body of each creature in a 25 foot radius of you, causing them to twitch as you attempt to control all blood in their bodies. Each creature must make a Constitution saving throw vs your spell save DC. On a failed save, the target moves up to its speed in a direction of your choosing. In addition, you can issue any command you choose, with the exception of an activity that would result in instant death. Should you issue a suicidal command, the spell ends on that creature. All affected creatures are paralysed except when carrying out your commands. For the duration of the spell, you can use your action to command a number of affected creatures up to your spell casting modifier (minimum of 1) to move and take an action. When you do this, the commanded creature can make another Constitution saving throw to resist the command and end the spell. Affected creatures can attempt to free themselves of your control by re-rolling their Constitution saving throw at the end of each of their turns. As a bonus action you can dismiss the spell to end it early. This spell can be removed using remove curse . This spell has no effect on creatures without blood.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"enchantment","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"25 ft radius centred on the caster"},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Purge","description":"3rd-level necromancy Casting time: 1 action Range: self Components: v, s Duration: instantaneous A gout of caustic bile streams from your mouth. You can choose to create a toxic circle around yourself or send a stream of bile at one creature. Circle. You turn in a quick circle as you cast this spell, covering the ground in a 15-foot radius centered on you in slippery, acidic bile for 1 minute. The area becomes difficult terrain, and each creature, other than you, that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a constitution saving throw or become poisoned while it remains within the spell’s area. Targeted. You spray a jet of caustic bile at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage and is poisoned until it, or another creature within reach of it, uses an action to wipe off the bile. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the circle’s radius increases by 5 feet for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"acid","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Purge Contamination","description":"Purge Contamination 3rd level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (100 gp of alchemical fluids or holy water, which the spell consumes) Duration: Instantaneous You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target’s body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell. Available for: bard, cleric, druid, paladin, ranger, sorcerer, warlock, wizard","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Expansion":21300,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Purge Contamination","description":"You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains 1 level of exhaustion for each contamination level removed with this spell.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Purify Food and Drink","description":"1st-Level Transmutation (ritual) Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : Instantaneous All nonmagical food and drink within a 5-foot-radius s⁠phere centered on a point of your choice within range is purified and rendered free of poison and disease.","properties":{"Category":"Spells","Name":"Purify Food and Drink","Level":1,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Purify Food and Drink","description":"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease .","properties":{"Category":"Spells","Name":"Purify Food and Drink","Level":1,"Range":"10 feet","Ritual":"Yes","School":"Transmutation","Target":"A 5-foot-radius sphere centered on a point of your choice within range","Classes":"Artificer, Cleric, Druid, Paladin","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":0,"data-description":"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Purify Food and Drink","description":"Level 1 Transmutation (Cleric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","properties":{"Category":"Spells","School":"Transmutation","Name":"Purify Food and Drink","Level":1,"Casting Time":"Action or Ritual","Components":"V S","data-RangeAoe":"10 ft (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Purify Food and Drink","description":"Level 1 Transmutation (Cleric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Purify Food and Drink\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Purify Food and Drink\\\",\\\"description\\\":\\\"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"5-foot-radius\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Purify Food and Drink","data-description":"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","Level":1,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"Instantaneous","Range":"10 feet","Components":"V S","data-DurationNum":0,"data-RangeNum":10,"data-RangeAoe":"10 ft (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Purple Rain","description":"Purple Rain 5th-level conjuration Casting Time: 1 action Range: 60 feet (20-foot-radius, 60-foot-tall cylinder) Components: V, S, M (one drop of blue curaçao) Duration: Concentration, up to 1 minute Class: Bard An alcoholic rainstorm rapidly builds in a 20-foot-radius, 60-foot-tall cylinder centred on a point within range, releasing intoxicating vapours. When the rain begins, each creature in the area must succeed on a Constitution saving throw or gain two levels of drunkenness. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there. A creature with levels of drunkenness inflicted by this spell takes 1d10 poison damage per level of drunkenness it has at the start of each of its turns. When the spell ends, affected creatures immediately lose all levels of drunkenness inflicted by this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"conjuration","Expansion":26720,"Components":"V, S, M","Damage Type":"posion","Casting Time":"1 action","data-RangeAoe":"60 ft (20 ft, ○)"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Push","description":"A gravity wave lashes out from your hand at a target within range. Make a ranged channeling attack against the target. On a hit, the target takes 1d8 force damage and must make a Strength saving throw. On a failed save, you can push the target up to 10 feet away from you. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pygmalion's Folly","description":"Pygmalion’s Folly Requirements: Level 20 Casting Time: 1 action Range: touch (the Likeness) Duration: special Cost: 20 WP to create + 2 WP (invested) Imbue a perfect Likeness of a humanoid or animal with actual life. A painted creature will come to life inside the environment depicted in the painting and can exit from there into the real world if the artist possesses the Homecoming feature to facilitate this. A sculpture will simply come to life as a real person indistinguishable from a real human being. If the person is a true depiction of an existing person, it will think itself that person if you invest an extra 1 Weave Point during the process of creation. Otherwise the newly created person will be of a childlike disposition, but mature rapidly.","properties":{"Category":"Spells","Level":9,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Pyroclasm","description":"You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw. The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage. When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself. If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pyroclasm","description":"You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half damage with a successful Dexterity saving throw. The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature that’s in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage. When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself. If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"Evocation (Elemental)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Pyroclasm","description":"9th-Level Evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a shard of obsidian) Duration: Concentration, up to 1 minute You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw. The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage. When a creature leaves the pool of lava, its Speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself. If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"500 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Pyrotechnics","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":6,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Pyrotechnics","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Quake","description":"The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. As an action, you can move the quake’s origin point to another spot within range. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Quandrix Command","description":"When you cast this spell, choose two of the following effects: One target creature within 60 feet of you that you can see must make a Constituion saving throw. On a failure, the creature is pushed 50 feet. Additionally, the target creature moves at half speed when moving closer to you for the spell’s duration. Once during the spell’s duration, you can use your reaction when a magic item that you can see is activated within 60 feet of you to stop the magic item from creating the desired effect. When you use this reaction, make an ability check using your spellcasting ability. The DC equals 15 for a common magic item, 16 for an uncommon magic item, 17 for a rare magic item, 18 for a very rare magic item, 19 for a legendary magic item, and 20 for an artifact. On a success, the magic item’s activated feature fails and has no effect. One target creature within 60 feet that you can see has advantage on Strength and Constitution checks for the spell’s duration. It also gains 2d6 temporary hit points, which are lost when the spell ends. Once when you cast this spell and as an action on your turn during the spell’s duration, you can teleport up to 90 feet to an unoccupied space of your choice that you can see. At Higher Levels: When you cast this spell using a spell slot of 7th level, you can choose one additional effect (three total). When you cast this spell using a spell slot of 9th level, you can choose one additional effect (four total).","properties":{"Category":"Spells","Level":5,"School":"abjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Quarry's Mark","description":"4th-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mark it as prey to be hunted. Until the spell ends, any weapon attack that hits the target deals an extra 1d6 damage to it, and any Wisdom check made to find it has advantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, if the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature you can see within range.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"90 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Quench","description":"You extinguish all nonmagical fires in a 30-footradius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constiution","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Quench","description":"3rd-Level Transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a cloth soaked in water) Duration: Instantaneous You extinguish all nonmagical fires in a 30-foot‑radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Quick Construct","description":"You create a robotic construct which you command. The general appearance is your choice but it is the size and shape of a Medium or Small humanoid. This construct has the statistics of a forged construct (The GM has game statistics for these creatures.) On each of your turns, you can use a bonus action to mentally command any creature you forged with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular area. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which its power core ceases to function and its parts deteriorate into scrap. To maintain the creature for another 24 hours, you must activate this power on the creature again before the current 24-hour period ends. This use of the technique fully recharges up to four creatures you have created with this power, rather than forging a brand new one. At Higher Ranks. When you use this power at rank 4 or higher, you create or reassert control over two additional constructs for each rank above 3. Each additional construct must come from at least ten pounds of scrap metal or machine parts.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Quick Repair","description":"You repair an automaton, construct, or mechanical device, or planetary vehicle that you can touch. It regains hit points equal to 1d8 + your forging ability modifier. At Higher Ranks. When you use this power at rank 3 or higher, the healing increases by 1d8 for each rank above 2.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Quick Step","description":"You bolster the movement rate of a target with this power. You touch a creature. That target’s speed increases by 10 feet for the duration. At Higher Ranks. When you use this power at rank 2 or higher, you can target one additional creature for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Quick Time","description":"Just as the forest sees animals and people moving very rapidly compared to its own sense of time, you make the target move rapidly in time compared to you. The target increases in age by 1 year. For example, you can plant a seed and cast this spell, causing the plant to rapidly sprout up from the soil, or you can cast this spell on a newly-hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw. If the target is a nonmagical weapon, it ages and takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. If the target is nonmagical armor or a shield, it ages and takes a permanent and cumulative –1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to avoid the corrosion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year or increase the cumulative penalty to a weapon’s damage or an armor’s AC by 1 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration (forest-bound)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Quick Time","description":"You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Conjuration (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Quick Time","description":"4th-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (any seed) Duration: Instantaneous You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Quickchange","description":"This spell is a minor magical trick that entertainers use to great effect. You create one of the following magical effects: You change your clothing that you are wearing with another unoccupied outfit within range. This can be another outfit in a container that you are aware of as long as you could normally open the container to access the outfit. Additionally, you can use this to don or doff a set of light or medium armor immediately, so long as you are not already wearing a set of armor. You change the style, color, and apparent quality of an outfit you are wearing. The outfit's weight doesn't change. Regardless of its appearance, the outfit can't be anything but an outfit. Although it can duplicate the appearance of magical clothing, it doesn't gain any magical properties. This effect lasts 1 hour. You magically mend a single outfit you are wearing to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. This mending is permanent.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Expansion":32309,"Components":"S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Quicken","description":"You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Quicken","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Quicksilver Mantle","description":"You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Quicksilver Mantle","description":"4th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a nonmagical cloak and a dram of quicksilver worth 10 gp) Duration: 1 hour You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Quickstep","description":"Transmutation cantrip Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your walking speed increases by 10 feet until the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Expansion":26275,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Quintessence","description":"By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Transmutation (angelic)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Quintessence","description":"By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can’t be less than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Transmutation (Angelic)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (120 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Quintessence","description":"8th-Level Transmutation Casting Time: 1 action Range: Self (120-foot radius) Components: V, S Duration: Concentration, up to 1 minute By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Radiant Beacon","description":"A pillar of light falls from the air, filling the square you are in and the area within 5 feet of you. Each other creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. For the duration, a pillar of brilliant radiance shines around you and moves with you. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet. The light is sunlight. This spell's light can be seen from a distance of up to 10 miles outdoors at night or 5 miles during twilight.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Radiant Beacon","description":"5th-Level Evocation Casting Time: 1 action Range: Self (5-foot radius) Components: V, S, M (a piece of amber) Duration: Concentration, up to 1 minute A pillar of brilliant light falls from the air, filling the square you are in and the area within 5 feet of you. Each other creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. For the duration, a pillar of brilliant radiance shines around you and moves with you. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet. The light is sunlight. This spell’s light can be seen from a distance of up to 10 miles outdoors at night or 5 miles during twilight.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Radiant Bell","description":"Radiant Bell 3rd-level abjuration (bard, cleric) Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a silvered choir bell* worth at least 5 gp, which the spell consumes) Duration: Instantaneous You ring an arcane, silver bell, imbuing it with healing magics that cure the afflicted. Choose any number of creatures within 30 feet. For each target, you can end one of the following conditions: charmed, frightened, poisoned, petrified, or stunned. This cure does not work if a target is deafened. *It is rumored that the soft ringing carries its energies across planes.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Radiant Decay","description":"Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Classes: Cleric, Sorcerer, Warlock, Wizard With an outstretched hand you call forth golden light to your fingertips, as frigid black shadows intertwine with it. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 radiant damage and 1d6 necrotic damage. This spell’s damage increases by 1d6 for each damage type when you reach 5th level (2d6 radiant + 2d6 necrotic), 11th level (3d6 radiant + 3d6 necrotic), and 17th level (4d6 radiant + 4d6 necrotic).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Radiant Rosette","description":"2nd-level conjuration Casting time: 1 action Range: self Components: v, s, m (a dandelion stalk) Duration: concentration, up to 1 minute A rosette of magic resembling a dandelion of energy appears in your hand. The magical flower remains there for the duration. When you cast this spell, you blow gently on the rosette, sending a stream of glowing seeds at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 3d6 radiant damage. Until the spell ends, you can blow on the rosette and make the attack again on each of your turns as an action. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Radiant Shield","description":"3rd-level transmutation Casting time: 1 action Range: 30 feet Components: v, m (a shield) Duration: instantaneous You channel divine power into a shield you are wielding and throw it at a target you can see within range. The shield then bounces from that target to up to three other targets of your choice within 10 feet of the first target. Make a melee spell attack against each target, including the first. On a hit, a target takes 2d8 radiant damage. After the shield bounces off the last target, it returns to your open hand. A target can be a creature or an object and can be targeted by the shield only once. After casting this spell, you lose your shield bonus to your ac until the start of your next turn. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the shield can bounce to one additional target for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the subsequent targets must be within 20 feet of the first target. When you cast this spell using a spell slot of 7th level or higher, the subsequent targets must be within 30 feet of the first target.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, M ","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Radiant Slaughter","description":"Radiant Slaughter 3rd-level conjuration (cleric, paladin, warlock) Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (the petrified fetus of a Great One) Duration: Instantaneous You summon a small nova of eldritch power in this secret technique from the Obitus Scholare. Each creature within 30 feet of you must make a Dexterity saving throw. On a failure, a creature takes 2d6 force damage, 3d6 radiant damage, and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Creatures within 5 feet of you make this saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force and radiant damage both increase by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"force and radiant","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Raid the Lair","description":"4th-Level Abjuration Casting Time: 10 minutes Range: Self Components: V, S, M (a piece of the dragon whose lair you are raiding) Duration: Concentration, up to 1 hour You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions. Attack rolls resulting directly from lair actions are made with disadvantage. Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved. Lair actions occur on an initiative count 10 lower than normal. The caster has advantage on Constitution saving throws to maintain concentration on this spell. ","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Raid The Lair","description":"You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons' lair actions. Attack rolls resulting directly from lair actions are made with disadvantage. Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved. Lair actions occur on an initiative count 10 lower than normal. The caster has advantage on Constitution saving throws to maintain concentration on this spell.","properties":{"Category":"Spells","Level":4,"School":"Abjuration (Dragon)","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Raid The Lair","description":"You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions. Attack rolls resulting directly from lair actions are made with disadvantage. Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved. Lair actions occur on an initiative count 10 lower than normal. The caster has advantage on Constitution saving throws to maintain concentration on this spell.","properties":{"Category":"Spells","Level":4,"School":"Abjuration (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Rain of Blades","description":"5th-Level Conjuration Casting Time: 1 action Range: 25 feet Components: V, S, M (shard of metal from a weapon) Duration: 4 rounds You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"conjuration","Components":"V, S, M (shard of metal from a weapon)","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Rain Of Blades","description":"You call down a rain of swords, spears, and axes, thrown to earth by the sacred dead of Asgard. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d6 slashing damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration (Rune)","Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Rain Of Blades","description":"You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Rain of Embers","description":"You conjure a burst of fiery embers from your hands. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Rainbow Recurve","description":"You summon a longbow formed of swirling rainbow hues to your hands. When the bow appears, you choose an arrow color and make a ranged spell attack against a target of your choice within range. On a hit, the target takes 3d8 force damage and must succeed on a Dexterity saving throw or face an additional effect determined by the color of the arrow used. Until the spell ends, you can use an action on each of your turns to make another ranged spell attack, selecting an arrow of a different color each time you do. Once you fire an arrow, the corresponding color disappears from the bow, and you can’t select that color again during this particular casting of the spell. When the duration ends or when you have used all seven colors, the bow vanishes. Red . The target takes an additional 3d8 fire damage. Orange . The target takes an additional 3d8 acid damage. Yellow . The target takes an additional 3d8 lightning damage. Green . The target takes an additional 3d8 poison damage. Blue . The target takes an additional 3d8 cold damage. Indigo . On a failed save, the target is paralyzed. It can make a Constitution saving throw at the end of each of its turns, ending the paralyzed condition on a success. Violet . On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blinded condition. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal Planes.)","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"V S M","Damage Type":"force","Casting Time":"1 minute","data-RangeAoe":"150 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Raise Dead","description":"You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.","properties":{"Category":"Spells","Name":"Raise Dead","Level":5,"Range":"Touch","School":"Necromancy","Target":"A dead creature you touch","Classes":"Bard, Cleric, Paladin","Duration":"Instantaneous","Material":"A diamond worth at least 500 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.<br />This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.<br />This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.<br />Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Raise Dead","description":"5th-Level Necromancy Casting Time : 1 hour Rang e: Touch Components: V, S, M (A diamond worth at least 500 gp, which the spell consumes) Duration : Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical dise⁠ases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.","properties":{"Category":"Spells","Name":"Raise Dead","Level":5,"School":"Necromancy","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Raise Dead","description":"Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point . This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests . Every time the target finishes a Long Rest , the penalty is reduced by 1 until it becomes 0.","properties":{"Category":"Spells","School":"Necromancy","Name":"Raise Dead","Level":5,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Raise Dead","description":"Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Bard, Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Raise Dead\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Raise Dead\\\",\\\"description\\\":\\\"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\\\\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\\\\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.\\\\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a diamond worth 500+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Raise Dead Condition\",\"parent\":\"Raise Dead\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Raise Dead\\\",\\\"description\\\":\\\"Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. 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Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\\\",\\\"category\\\":[\\\"Ability Check\\\",\\\"Saving Throw\\\",\\\"Attack\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":-3}}\"},{\"name\":\"Raise Dead Tests Penalty 2\",\"parent\":\"Raise Dead Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Raise Dead Day 3\\\",\\\"description\\\":\\\"The target takes a −2 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\\\",\\\"category\\\":[\\\"Ability Check\\\",\\\"Saving Throw\\\",\\\"Attack\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":-2}}\"},{\"name\":\"Raise Dead Tests Penalty 1\",\"parent\":\"Raise Dead Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Raise Dead Day 4\\\",\\\"description\\\":\\\"The target takes a −1 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\\\",\\\"category\\\":[\\\"Ability Check\\\",\\\"Saving Throw\\\",\\\"Attack\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":-1}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Raise Dead","data-description":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\nThe creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","Level":5,"Casting Time":"1 hour","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a diamond worth 500+ GP, which the spell consumes","data-CastNum":6,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Raise Elder","description":"This spell is identical to raise dead, but it works only on a creature that died of old age. The spell grants the raised elder one additional year of life. The raised creature has entirely white hair, its eyes are weak, and it loses 2 points each from Strength and Constitution; no magic less potent than a wish can restore these lost points. In all other respects, the creature can live out its life normally until the added year elapses. Raise elder has no effect if it’s cast on the same creature a second time.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Elder","description":"6th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 1,000 gp, which the spell consumes) Duration: instantaneous This spell is identical to raise dead, but it works only on a creature that died of old age. The spell grants the raised elder one additional year of life. The raised creature has entirely white hair, its eyes are weak, and it loses 2 points each from strength and constitution; no magic less potent than a wish can restore these lost points. In all other respects, the creature can live out its life normally until the added year elapses. Raise elder has no effect if it’s cast on the same creature a second time.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raise Ghost","description":"You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target has a 4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by raise dead or comparable magic. Raise ghost has no effect if cast on an undead creature.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Ghost","description":"3rd-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 500 gp, which the spell consumes) Duration: instantaneous You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via spells, items, or potions. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target has a –4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by raise dead or comparable magic. Raise ghost has no effect if cast on an undead creature.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raise Hero","description":"This spell is identical to raise dead in every way except duration; the creature is restored to life for only 24 hours. The spell can be recast on the same creature, but on the second and subsequent castings, the caster must roll a d20. If the roll equals or is less than the number of prior castings on the same creature, the spell fails and cannot affect that creature again. Each new casting resets the clock to 24 hours; it doesn’t stack another 24 hours onto a previous casting.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Hero","description":"4th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 500 gp, which the spell consumes) Duration: 24 hours This spell is identical to raise dead in every way except duration; the creature is restored to life for only 24 hours. The spell can be recast on the same creature, but on the second and subsequent castings, the caster must roll a d20. If the roll is equal to or less than the number of prior castings on the same creature, the spell fails and cannot affect that creature again. Each new casting resets the clock to 24 hours; it doesn’t stack another 24 hours onto a previous casting.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raise Nemesis","description":"This spell is identical to raise dead, except it simultaneously raises two creatures with opposite alignments. For example, if you raise a Lawful Good paladin, then somewhere nearby, a Chaotic Evil warrior of similar power also returns to life. The second corpse must be within 100 miles. The two raised creatures have a vague sense of the direction and distance to their nemesis. They aren’t compelled to battle one another or even to seek each other out. Their lives are, however, inextricably bound together in such a way that if either of them dies, the other also drops dead instantly. Evil NPCs brought back with raise nemesis typically see it as an opportunity to create every sort of trouble imaginable. If the spell is cast on a creature of true Neutral alignment, only that creature is restored to life.","properties":{"Category":"Spells","Level":5,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Nemesis","description":"5th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 500 gp, which the spell consumes) Duration: instantaneous This spell is identical to raise dead, except it simultaneously raises two creatures with opposite alignments. For example, if you raise a lawful good paladin, then somewhere nearby, a chaotic evil warrior of similar power also returns to life. The second corpse must be within 100 miles. The two raised creatures have a vague sense of the direction and distance to their nemesis. They aren’t compelled to battle one another or even to seek each other out. Their lives are, however, inextricably bound together in such a way that if either of them dies, the other also drops dead instantly. Evil npcs brought back with raise nemesis typically see it as an opportunity to create every sort of trouble imaginable. If the spell is cast on a creature of true neutral alignment, only that creature is restored to life.","properties":{"Category":"Spells","Level":5,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raise Questing Dead","description":"This spell is identical to raise dead, except it empowers you to impose a geas on the creature you raise. The targeted soul can opt to decline the geas, in which case it isn’t restored to life. If the creature accepts your geas, it must complete the task within 30 days. If it accepts but fails to meet the conditions of the geas, it dies on the dawn of the 31st day and its spirit again departs the mortal world. If it accomplishes the task, it’s free to live out the remainder of its restored life as it chooses. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the creature has a year to fulfill its geas, allowing for much more complex demands. When you cast this spell using a spell slot of 9th level, the geas lasts until it’s fulfilled, no matter how long that takes, or until it’s ended by remove curse, greater restoration, or wish.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Questing Dead","description":"6th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 500 gp, which the spell consumes) Duration: instantaneous This spell is identical to raise dead, except it empowers you to impose a geas on the creature you raise. The targeted soul can opt to decline the geas, in which case it isn’t restored to life. If the creature accepts your geas, it must complete the task within 30 days. If it accepts but fails to meet the conditions of the geas, it dies on the dawn of the 31st day and its spirit again departs the mortal world. If it accomplishes the task, it’s free to live out the remainder of its restored life as it chooses. At higher levels. When you cast this spell using a spell slot of 7th or 8th level, the creature has a year to fulfill its geas, allowing for much more complex demands. When you cast this spell using a spell slot of 9th level, the geas lasts until it’s fulfilled, no matter how long that takes, or until it’s ended by remove curse, greater restoration, or wish.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raise Shade","description":"This spell is identical to raise ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat, or to draw a bow.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raise Shade","description":"4th-level necromancy Casting time: 1 hour Range: touch Components: v, s, m (a diamond worth at least 500 gp, which the spell consumes) Duration: instantaneous This spell is identical to raise ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat or to draw a bow.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Rakash’s Pacifier","description":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a ghostly clock appears above the creature, and a soft blue glow of calmness appears in its eyes. The charmed target cannot use its action to make attacks on each of its turns during the duration. Additionally, the target cannot use its action to cast spells that would deal damage. The target can act normally on its turn otherwise. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Rakash’s Time Sap","description":"You steal the time and life from a single creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage or half as much damage on a successful save. You regain a number of hit points equal to the necrotic damage the target takes. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Rally","description":"You boost the morale of your allies even in a seemingly hopeless situation. All allies within a 50-foot cube centered on you that can see and hear you gain advantage on saving throws to resist being charmed and frightened for the duration of the spell.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 acion","data-RangeAoe":"Self (30 ft □)"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Ramming Strike","description":"The first time you hit with a melee weapon attack during this power’s duration, your weapon explodes with a crushing force that is audible within 300 feet of you, dealing an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"thunder","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rary's Telepathic Bond","description":"5th-Level Divination (ritual) Casting Time : 1 action Rang e: 30 feet Components: V, S, M (pieces of eggshell from two different kinds of creatures) Duration : 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.","properties":{"Category":"Spells","Name":"Rary's Telepathic Bond","Level":5,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Rary's Telepathic Bond","description":"Level 5 Divination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.","properties":{"Category":"Spells","School":"Divination","Name":"Rary's Telepathic Bond","Level":5,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rary's Telepathic Bond","description":"Level 5 Divination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Rary's Telepathic Bond\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Rary's Telepathic Bond\\\",\\\"description\\\":\\\"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\\\\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"two eggs\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Rary's Telepathic Bond","data-description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\nUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.","Level":5,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"30 feet","Components":"V S M","Material":"two eggs","data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rat Plague","description":"3rd-level necromancy Casting time: 1 action Range: touch Components: v, s Duration: 3 days Your touch inflicts disease. Make a melee spell attack against a creature within reach. On a hit, you afflict the creature with one of two possible rat plagues, described below. At the end of each of the target’s turns, it must make a constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Rat fever. A creeping horror of rats, ratfolk, wererats, and all other rat-like creatures enters the creature’s mind, and it fears contact with rats and is terrified of crowds. The creature is frightened of rats for the duration. Rat shakes. Violent shivers convulse the creature’s limbs, its speed is halved, and it cannot use the dash action. After making any melee or spell attack, the creature falls prone.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Raulothim's Psychic Lance","description":"4th-Level Enchantment Casting Time : 1 action Rang e: 120 feet Components: V Duration : Instantaneous You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"enchantment","Expansion":12314,"Components":"V","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ravage Pattern","description":"You violently disrupt the cellular pattern of a target of your choice that you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power does no damage on automatons or non-organic constructs but causes outer blemishes such as fading, warping, or corrosion. If you target a plant creature or an organic construct, it makes the saving throw with disadvantage, and also suffers maximum damage from the talent. If you target an organic form that isn’t a creature, such as a tree, vegetable, or soil, it doesn’t make a saving throw; it simply spoils, withers and dies. At Higher Ranks. When you use this power at rank 5 or higher, the damage increases by 1d8 for each rank above 4.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ravages of Time","description":"7th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a wilted flower) Duration: 24 hours You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A greater restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ravages Of Time","description":"You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A greater restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Raven in Moonlight","description":"Divination cantrip (hag) Casting Time: 1 minute Range: Self Components: V, M (a raven’s eye) Duration: Concentration, up to 10 minutes A hag that uses this cantrip can see terrain and Huge sized creatures, as if viewed from above, within five hundred feet, but only if the moon is visible to the hag. She either uses this cantrip for navigation when the moon is out and visible, or as a way to view the immediate area around her lair. This sight is not focused enough to be used for scrying or any spells or effects that can be cast remotely by sight.","properties":{"Category":"Spells","Level":0,"School":"(hag) divination","Components":"V, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Ravenous Void","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Graviturgy Wizard School of Magic. 9th-Level Evocation Casting Time : 1 action Rang e: 1000 feet Components: V, S, M (a small, nine-pointed star made of iron) Duration : Concentration, up to 1 minute You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"Evocation","Expansion":5016,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"1,000 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ravenous Void","description":"9th-level evocation Casting Time : 1 action Range: 1,000 feet Components: V, S, M (a small, nine-pointed star made of iron) Duration: Concentration, up to 1 minute You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"evocation","Expansion":29448,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"1,000 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ray of Alchemical Negation","description":"4th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class. This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ray Of Alchemical Negation","description":"You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class. This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation (alkemancy)","Expansion":5764,"Components":"V, S","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ray of Contamination ","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Contaminated necromancy","Expansion":21300,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ray of Enfeeblement","description":"2nd-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.","properties":{"Category":"Spells","Name":"Ray of Enfeeblement","Level":2,"School":"Necromancy","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ray of Enfeeblement","description":"A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.","properties":{"Category":"Spells","Name":"Ray of Enfeeblement","Level":2,"Range":"60 feet","School":"Necromancy","Target":"A creature within range","Classes":"Warlock, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":3,"data-description":"A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.<br />At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ray of Enfeeblement","description":"Level 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw . On a successful save , the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save , the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls . The target repeats the save at the end of each of its turns, ending the spell on a success.","properties":{"Category":"Spells","School":"Necromancy","Name":"Ray of Enfeeblement","Level":2,"Casting Time":"Action","Components":"V S","Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ray of Enfeeblement","description":"Level 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Constitution Save, Debuff","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Ray of Enfeeblement\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Ray of Enfeeblement\\\",\\\"description\\\":\\\"A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\\\\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. 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The target repeats the save at the end of each of its turns, ending the spell on a success.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","data-CastNum":2,"data-RangeNum":60,"Save":"Constitution"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ray of Exhaustion","description":"2nd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You crook a finger and point it at a target and a bright red ray is fired towards them. Make a ranged spell attack against the target. On a hit, it takes 7 (2d6) poison damage and must make a Constitution saving throw or gain 1 level of exhaustion. A target that has gained a level of exhaustion from this spell is immune to ray of exhaustion for an hour.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Ray of Fatigue","description":"Necromancy cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous A beam of red energy springs from your finger toward a creature within range. The target must succeed on a Constitution saving throw or suffers one level of exhaustion until the end of its next turn. On a successful save, the effect ends on it. You can affect more creatures when you reach higher levels: two at 5th level, three at 11th level and four at 17th level. A target can be affected up to twice by this cantrip.","properties":{"Category":"Spells","Level":0,"School":"Necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Ray of Frost","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Ray of Frost","Level":0,"School":"Evocation","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ray of Frost","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Ray of Frost","Level":0,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ray of Frost","description":"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Ray of Frost","Level":0,"Range":"60 feet","Damage":"1d8","School":"Evocation","Target":"A creature within range","Classes":"Artificer, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Cold","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.","data-Cantrip Scaling":"dice","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ray of Frost","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Ray of Frost","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage , and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Name":"Ray of Frost","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Cold"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ray of Frost","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Cold Damage","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Ray of Frost\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Ray of Frost\\\",\\\"description\\\":\\\"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. 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Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Cold"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ray of Life Suppression","description":"4th-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum Hit Points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic. This spell has no effect on constructs or undead.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ray Of Life Suppression","description":"You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic. This spell has no effect on constructs or undead.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ray Of Life Suppression","description":"You launch a swirling ray of disruptive ley energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or benefits from a greater restoration spell or comparable magic. This spell has no effect on constructs or undead.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (Ley Line)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ray of Sickness","description":"1st-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Ray of Sickness","Save":"Constitution","Level":1,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ray of Sickness","description":"1st-Level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Expansion":17254,"Components":"V, S","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Ray of Sickness","description":"Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target . On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Name":"Ray of Sickness","Level":1,"Casting Time":"Action","Components":"V S","Damage Type":"Poison"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ray of Sickness","description":"Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Poison Damage, Poisoned","Spell Attack":"Ranged","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Ray of Sickness\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Ray of Sickness\\\",\\\"description\\\":\\\"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-AttackType":"Spell Attack","Damage":"2d8","Damage Type":"Poison"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Razia's Purification","description":"A pulse of divine wrath detonates from you. Each creature in a 60-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 13d6 radiant damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can choose a up to three creatures. The chosen creatures do not take damage from this spell. Any creature with a Challenge Rating of 3 or lower that fails this saving throw is instantly destroyed. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Components":"S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Razorleaf Cut","description":"You cause coils of vines dorned with razor-sharp leaves to tear the flesh of one creature you can see within range and drain its strength. The target must succeed on a Strength saving throw or be restrained for the duration. At the start of the target’s turn, the creature takes 5d8 piercing damage. The target can use its action to make a Strength saving throw. If the creature is not trained in Acrobatics or Athletics, it has disadvantage on this save. On a success, it frees itself and the spell ends.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Reactionary Forced Coagulation","description":"You target a creature within range that has just been wounded and attempt to gain control of the coagulation of their blood. If the creature is unwilling, they must make a successful Constitution saving throw vs your spell save DC to resist this spell. When this spell successfully affects a creature, you can cause one of the following effects to take place: You can staunch the bleeding of the creature whose blood you are currently controlling. Before they receive damage, you can roll a 3d6 and reduce the damage by that amount. This can only be used when the creature takes slashing, or piercing damage. You can control the flow of the target creatures’ blood to form a blood barrier around them that lasts until the start of that creatures next turn, until then, the creature gains a +5 bonus to AC, takes no damage from Blood Mage Spells, and only takes half Necrotic damage from attacks that deal it.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 Reaction which you take when a creature within range takes slashing or piercing damage","data-RangeAoe":"30 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Reactive Aura","description":"Swirling energy ripples out from you, forming a dimly glowing sphere in a 30-foot radius around you. Creatures of your choice in that radius when you use this power shed dim light in a 5-foot radius and have advantage on all saving throws until the effect ends. In addition, whenever one of these creatures is hit for the first time with a weapon or esper power attack, the aura erupts with a backlash of reactive energy. The attacker must make a Dexterity saving throw, taking 6d10 radiant damage on a failed save, or half as much on a successful one. Subsequent attacks on the same creature does not provoke the energy backlash.","properties":{"Category":"Spells","Level":8,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reactive Bleed","description":"When another creature deals damage to you with a melee weapon attack, you can use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d10 piercing damage, then latches onto the wound the symbiotic blood has just created. For the next three rounds, the creature must make a constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 1d6 necrotic damage. Upon the spell reaching completion after 3 turns, the creature takes 7d6 necrotic damage as the blood reaches their brainstem and constricts around it. You can use your own blood for this spell, or your Arcane Blood Mass. If you are not already bleeding, you can wound yourself to draw out blood, dealing 1d8 damage to your hit points. The secondary effect of this spell has no effect on constructs. At Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the piercing damage by 1d10 for every spell slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 Reaction","data-RangeAoe":"5 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Reactive Field","description":"You surround yourself with an aura of extreme heat or extreme cold, as you choose. The heat shield grants you resistance to cold damage, and the cold shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with reactive energy. The attacker takes 2d8 fire damage from a heat shield, or 2d8 cold damage from a cold shield.","properties":{"Category":"Spells","Level":4,"School":"Elemental","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reactive Mutation","description":"3rd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Touch Components: V, S, M (some bone marrow) Duration: Concentration, up to 10 minutes Classes: Druid, Sorcerer, Tamer, Warlock, Wizard You touch a willing creature, altering its defensive capabilities for the duration. Immediately after the next time the creature takes damage of one of the following types, it gains resistance to that damage type and v ulnerability to the paired damage type: bludgeoning and piercing cold and fire force and psychic lightning and thunder necrotic and radiant The spell ends on a creature 1 minute after it gains this resistance and vulnerability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Read Memory","description":"You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.","properties":{"Category":"Spells","Level":4,"School":"Divination (Clockwork)","Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Read Object","description":"By handling an object and reading the psychic residue on it, you can divine information about the item’s history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item’s ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell: The item’s name, if it has one A visual image of the last creature to handle the item An impression of the emotional state of the creature that last used the item If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it A visual image of the item’s owner or crafter Information regarding the item’s historical significance, if any","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Read Object","description":"2nd-Level Divination (Ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: Concentration, up to 1 minute By handling an object and reading the psychic residue on it, you can divine information about the item’s history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item’s ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell: The item’s name, if it has one. A visual image of the last creature to handle the item. An impression of the emotional state of the creature that last used the item. If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it. A visual image of the item’s owner or crafter. Information regarding the item’s historical significance, if any.","properties":{"Category":"Spells","Level":2,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Reality Break","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy Wizard Schools of Magic. 8th-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a crystal prism) Duration : Concentration, up to 1 minute You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. Reality Break Effects d10 Effect 1–2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. 3–5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. 6–8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. 9–10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Conjuration","Expansion":5016,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Reality Break","description":"8th-level conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a crystal prism) Duration: Concentration, up to 1 minute You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. Reality Break Effects d10 Effect 1–2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. 3–5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. 6–8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. 9–10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"conjuration","Expansion":29448,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Realize Image","description":"All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them. This is one such spell. I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight. This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily. One image you can see within range created by an illusion spell and that you know is illusory becomes real for the duration. The illusion must fit within 1 cubic mile of space. If the illusion spell that created the image ends before realize image does, the image persists for the duration of realize image . Magical items made real by the spell don’t have their magical properties, as the creation of magical items is a delicate (and often obscure) craft. If the illusion is a creature, it uses the statistics of an appropriate creature created or chosen by the GM. Creatures created by realize image act surprised by their own existence, have no allegiances, and are controlled by the GM. Sentient creatures created by this spell have personalities and memories, but the GM decides what they are.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Realm of Illusion","description":"Tier 3 ai r illusion Casting Time: 10 minutes Base Favor Cost: 2 Range: Self (30-foot sphere) Components (Required): V, S Resonances: You are in an area of dim light or darkness (1 bonus favor), it is the night of a new moon (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: 1 hour, or until you leave the sphere Effects: You murmur an appeal to trickster spirits to create a false realm that fills the range of the invocation. This illusory terrain can look like anything you choose, from an enchanted glen to a vast desert to a battlefield covered in broken weapons to a copy of a real place in the Mortal Realm or beyond. Any creature that encounters the illusion must make a Wisdom saving throw to realize it is not real. A creature that is within the area when the invocation is completed has advantage on its saving throw. If a creature realizes the illusory nature of the area, it must still spend an action and make a successful Intelligence (Investigation) check with DC equal to your invocation save DC to find what is hidden beyond the illusory facade. You can create any number of objects within the area, and up to 3 illusory creatures. These illusions appear to have all sensory qualities of the things they represent (appearance, texture and the feel of weight, sounds, smell, and taste). However, objects created this way cannot function as their equivalents, and creatures created this way are intangible. The sphere remains in place if you move inside of it, but ends when you leave its confines. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 minute.” 1+ favor: You weave an especially subtle illusion. Increase the DC of saving throws to resist the illusion and checks to see past it by 3 per favor spent this way. 1+ favor: You increase the radius of the sphere by +10 feet per favor spent this way. 1+ favor: You can create up to 3 additional illusory creatures per favor spent this way. 2 favor: This invocation’s duration is increased to 4 hours. 2 favor: Inanimate, non-magical objects within the illusory realm have mass, and can function as their physical equivalents within this area. Creatures created as part of the illusion are still intangible. 2 favor: You empower yourself to change the illusion as desired. On your turn, you can spend a bonus action to either change one aspect of the existing illusion or to create one new illusion of an object or creature with all of the empowerments for the invocation. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 action.” 2+ favor: Creatures with CR lower than two times the favor spent this way that you create as part of the illusion have mass, believe themselves to be real, and can function as their physical equivalents within this area. They are inclined to help you, but have their own motivations and desires. If you re-create a creature this way, you can choose whether it remembers the previous times it was created or not. 3 favor: You weave the illusion as a circuitous mental snare, carefully redirecting anyone who attempts to leave back toward the center. A creature who is unaware of the illusion and has not passed a check to see beyond it cannot voluntarily leave the area. It can still be hurled outside involuntarily by effects that move it. 3+ favor: Your trickery is so sophisticated that even the illusions you create can believe themselves real, the spirits of illusory items awakening at your call. When you activate this invocation, you can attempt to create one awakened weapon, armor, or other item for every 3 favor spent this way (see Awakened Items). For each such item you attempt to create, choose a magic weapon, armor, or other item you have observed and make an Arcana check with DC equal to 10 plus 5 times its level bonus (e.g. DC 15 for +1, DC 20 for +2, etc). On success, you create a replica of the item that functions as its equivalent within the area.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"air illusion","Components":"V, S","Casting Time":"10 minutes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Reaper's Balm","description":"2nd-level necromancy Casting time: 1 action Range: touch Components: v, s, m (a pinch of grave dirt mixed with resin) Duration: 1 hour Your touch wards a creature against death. For the duration, the target has advantage on death saving throws. If a dying creature affected by this spell succeeds on three death saving throws and becomes stable, the spell ends.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Reaper's Knell","description":"As the bell rings, a burst of necrotic energy ripples out in a 20-foot-radius sphere from a point you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is marked with necrotic energy for the duration. If a marked creature is reduced to 0 hit points or dies before the spell ends, you regain hit points equal to 2d8 + your spellcasting ability modifier. Alternatively, you can choose for one ally you can see within range to regain the hit points instead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Reaping Smite","description":"3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon digs deep into the enemy and a sense of impending doom washes over them. The attack deals an extra 3d12 necrotic damage to the target. Additionally, if this damage reduces the target to 0 hit points, it cannot be restored to life or raised as undead by any means other than the wish spell.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V","Damage Type":"necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Reassemble Bones","description":"1st-level transmutation Casting time: 1 action Range: self Components: v, s, m (a bone from an undead creature) Duration: concentration, up to 1 minute Your body and bones become malleable. For the duration, you can use a bonus action on each of your turns to take on a compressed form, allowing you to fit into a space as narrow as 1 foot wide without squeezing. While in this compressed form, you can’t make melee weapon attacks. You can use a bonus action again to return to your normal form.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Reave","description":"You unleash a spiral of molecular distortion, which envelops a target within range. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this power has their molecules completely scattered, including everything it is wearing and carrying except forge enhanced items. The creature can be restored to life only by means of a full restore or a cosmic weave power.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reaver Spirit","description":"You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons. When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to damage increases by 1 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Reaver Spirit","description":"3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons. When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Rebounding Bolt","description":"You fire a vibrant blue beam of energy at a creature you can see within range. The beam then bounces to a creature of your choice within 30 feet of the target, losing some of its vibrancy and continuing to bounce to other creatures of your choice until it sputters out. Each subsequent target must be within 30 feet of the target affected before it, and the beam can’t bounce to a target it has already affected. Each target must make a Constitution saving throw. The first target takes 5d6 force damage on a failed save, or half as much damage on a successful one. The beam loses some of its power then bounces to the second target. The beam deals 1d6 force damage less (4d6, then 3d6, then 2d6, then 1d6) to each subsequent target with the final target taking 1d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. This increase allows the beam to jump an additional time, reducing the damage it deals by 1d6 with each bounce as normal.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Recall","description":"2nd-level conjuration (chronomancy) Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":26275,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Recharge","description":"You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Recharge","description":"5th-Level Evocation (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a diamond worth at least 250 gp, which is consumed during the casting) Duration: Instantaneous You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"evocation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Reciprocal Speech","description":"Reciprocal Speech Requirements: Level 2 Casting Time: reaction Range: special Duration: until next long rest Cost: 1 WP Understand any spoken language, and speak it until the next long rest after being spoken to in that language.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"reaction","data-RangeAoe":"special"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Reciprocating Portal","description":"With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that’s standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes. At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can’t be affected by this spell.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Recreate Event","description":"7th-level illusion Casting time: 10 minutes Range: self (30-foot cube) Components: v, s, m (a time piece made of brass and inlaid with diamonds worth at least 250 gp) Duration: concentration, up to 1 hour Your magic summons an illusory recreation of an event, allowing you to watch and learn from different angles. When you cast this spell, choose a period of time you have experienced within the last 7 days that is up to 1 minute long. Illusory copies of the people, places, and events that existed within 30 feet of you during that minute fill the spell’s area. The illusion appears centered on the past version of you and is recreated from your perspective at the time you experienced it. The recreation is not limited to your line of sight, and it magically recreates everything that occurred within 30 feet of you at that time. For the duration, you can command the illusion to replay, pause, speed up, or slow down as you wish. You and other creatures can walk within the illusory scene, investigating and watching the event. You have advantage on intelligence (investigation) and wisdom (perception) checks made while observing the event. The spell doesn’t provide insight into the minds of creatures that were present at that time, and it is limited to actions and movements that could have been observed by an average person experiencing the event. For example, it might depict wet footprints left by an invisible creature that walked past you during the event, but it wouldn’t reveal the invisible creature.","properties":{"Category":"Spells","Level":7,"School":"illusion","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self (30 ft □)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Regenerate","description":"7th-Level Transmutation Casting Time : 1 minute Rang e: Touch Components: V, S, M (A prayer wheel and holy water) Duration : 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 h⁠it points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.","properties":{"Category":"Spells","Name":"Regenerate","Level":7,"School":"Transmutation","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Regenerate","description":"You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.","properties":{"Category":"Spells","Name":"Regenerate","Level":7,"Range":"Touch","School":"Transmutation","Target":"A creature","Classes":"Bard, Cleric, Druid","Duration":"1 hour","Material":"A prayer wheel and holy water","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).<br />The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Regenerate","description":"You stimulate a creature’s natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the power instantaneously causes the limb to knit to the stump.","properties":{"Category":"Spells","Level":7,"School":"Technique","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Regenerate","description":"Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points . For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.","properties":{"Category":"Spells","School":"Transmutation","Name":"Regenerate","Level":7,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Regenerate","description":"Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Regenerate\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Regenerate\\\",\\\"description\\\":\\\"A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a prayer wheel\\\"}}\"},{\"name\":\"Regenerate Instant Healing\",\"parent\":\"Regenerate\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":15,\\\"isTemp\\\":false,\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Regenerate Condition\",\"parent\":\"Regenerate\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Regenerate\\\",\\\"description\\\":\\\"The target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.\\\"}\"},{\"name\":\"Regenerate Healing\",\"parent\":\"Regenerate Condition\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":1,\\\"isTemp\\\":false}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Regenerate","data-description":"A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.","Level":7,"Casting Time":"1 minute","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a prayer wheel","data-CastNum":4,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Regrowth","description":"A creature of your choice that you can see within range can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Reincarnate","description":"5th-Level Transmutation Casting Time : 1 hour Rang e: Touch Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) Duration : Instantaneous You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 Race 01-04 Dragonborn 05-13 Dwarf, hill 14-21 Dwarf, mountain 22-25 Elf, dark 26-34 Elf, high 35-42 Elf, wood 43-46 Gnome, forest 47-52 Gnome, rock 53-56 Half-elf 57-60 Half-orc 61-68 Halfling, lightfoot 69-76 Halfling, stout 77-96 Human 97-00 Tiefling The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.","properties":{"Category":"Spells","Name":"Reincarnate","Level":5,"School":"Transmutation","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Reincarnate","description":"You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 - Race: 01-04 Dragonborn 05-13 Dwarf, hill 14-21 Dwarf, mountain 22-25 Elf, dark 26-34 Elf, high 35-42 Elf, wood 43-46 Gnome, forest 47-52 Gnome, rock 53-56 Half-elf 57-60 Half-orc 61-68 Halfling, lightfoot 69-76 Halfling, stout 77-96 Human 97-00 Tiefling The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.","properties":{"Category":"Spells","Name":"Reincarnate","Level":5,"Range":"Touch","School":"Transmutation","Target":"A dead humanoid or a piece of a dead humanoid","Classes":"Druid","Duration":"Instantaneous","Material":"Rare oils and unguents worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.<br />The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.<br />d100 Race<br />01–04 Dragonborn<br />05–13 Dwarf, hill<br />14–21 Dwarf, mountain<br />22–25 Elf, dark<br />26–34 Elf, high<br />35–42 Elf, wood<br />43–46 Gnome, forest<br />47–52 Gnome, rock<br />53–56 Half-elf<br />57–60 Half-orc<br />61–68 Halfling, lightfoot<br />69–76 Halfling, stout<br />77–96 Human<br />97–00 Tiefling<br />The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Reincarnate","description":"Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species. 1d10 Species 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.","properties":{"Category":"Spells","School":"Necromancy","Name":"Reincarnate","Level":5,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Reincarnate","description":"Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species. 1d10 Species 1 Aasimar 2 Dragonborn 3 Dwarf 4 Elf 5 Gnome 6 Goliath 7 Halfling 8 Human 9 Orc 10 Tiefling The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":5,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Reincarnate\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Reincarnate\\\",\\\"description\\\":\\\"You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\\\\n1d10 - Species\\\\n1 - Aasimar\\\\n2 - Dragonborn\\\\n3 - Dwarf\\\\n4 - Elf\\\\n5 - Gnome\\\\n6 - Goliath\\\\n7 - Halfling\\\\n8 - Human\\\\n9 - Orc\\\\n10 - Tiefling\\\\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"rare oils worth 1,000+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Reincarnate","data-description":"You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n1d10 - Species\n1 - Aasimar\n2 - Dragonborn\n3 - Dwarf\n4 - Elf\n5 - Gnome\n6 - Goliath\n7 - Halfling\n8 - Human\n9 - Orc\n10 - Tiefling\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.","Level":5,"Casting Time":"1 hour","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"rare oils worth 1,000+ GP, which the spell consumes","data-CastNum":6,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Remote Connection","description":"You can use a nearby device as if it were right in front of you. Choose any electronic device within range that you can see, is not being worn or carried and that has a user function such as controls or a keypad. When you activate this power, a virtual set of controls appear before you, allowing you to use the device as if you were accessing it physically. You can only use this power on one device at a time. This power has no effect on a device that is currently in use by another user.","properties":{"Category":"Spells","Level":1,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Remove Curse","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","Name":"Remove Curse","Level":3,"Range":"Touch","School":"Abjuration","Target":"One creature or object","Classes":"Cleric, Paladin, Warlock, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Remove Curse","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","Name":"Remove Curse","Level":3,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Remove Curse","description":"3rd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","Name":"Remove Curse","Level":3,"School":"Abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Remove Curse","description":"Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","School":"Abjuration","Name":"Remove Curse","Level":3,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Remove Curse","description":"Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Remove Condition","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Remove Curse\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Remove Curse\\\",\\\"description\\\":\\\"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Remove Curse","data-description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Remove Scent","description":"You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a stinking cloud spell, it removes the odor and the spell’s nauseating qualities, but not the obscuring fog itself. This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a troglodyte). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Remove Scent","description":"3rd-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of charcoal dust or a drop of vinegar) Duration: Instantaneous You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a stinking cloud spell, it removes the odor and the spell’s nauseating qualities, but not the obscuring fog itself. This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a troglodyte). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Renew","description":"This power repairs a single break or tear in an object you touch, such as a broken chain link, a corroded pipe, a torn shirt, or a leaky hose. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This power can physically repair a mechanical device or construct but cannot restore function to it without proper repair.","properties":{"Category":"Spells","Level":0,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Repair Metal","description":"A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it. At Higher Levels. The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Clockwork)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Repair Object","description":"4th-level transmutation Casting Time : 1 minute Range : Touch Components : V S M (two lodestones) Duration : Instantaneous Classes : Bard, Cleric, Druid, Sorcerer, Wizard This spell immediately repairs any object of medium or smaller size you touch, regardless of its material. A large or larger object or a construct type creature regains 44 (8d10) hit points. If the damaged object regains its maximum hit points, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. At Higher Levels : When you cast this spell using a spell slot of 5th level or higher, the amount of hit points regained increases by 11 (2d10) for each spell slot above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":26071,"Components":"V, S, M","Damage Type":"healing","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Reposition","description":"You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Conjuration (Battle)","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Reposition","description":"You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Reposition","description":"You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Reposition","description":"4th-Level Conjuration Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Repulsing Wall","description":"You create a shimmering wall of light on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, and creatures have disadvantage on Wisdom (Perception) checks to look through the wall. One side of the wall, selected by you when you cast this spell, deals 5d8 radiant damage when a creature enters the wall for the first time on a turn or ends its turn there. A creature attempting to pass through the wall must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from the wall and falls prone. A creature that is undead, a fiend, or vulnerable to radiant damage has disadvantage on this saving throw. The other side of the wall deals no damage and doesn’t restrict movement through it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Repulsor Ring","description":"You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":9634,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Repulsor Ring","description":"2nd-level abjuration Casting Time: 1 action Range: 5 feet Components: V, S, M (a piece of chalk) Duration: Concentration, up to 1 minute You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Reset","description":"Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Reset","description":"Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Reset","description":"4th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Reset Red Portal","description":"When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon’s home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM’s discretion. Once the spell’s duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations Table on page 172). At Higher Levels . When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Reshape Skeleton","description":"4th-level necromancy Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of powdered giant bone) Duration: concentration, up to 1 minute You cause one creature you can see to suffer a bone-cracking rearrangement of its skeleton. Choose one creature you can see within range that has a bony or cartilaginous skeletal structure. That creature must make a constitution saving throw or its bone structure becomes mutable for the duration. Until the spell ends, you can use a bonus action on each of your subsequent turns to adjust the target’s bone structure, limiting its ability to act. The target must succeed on a constitution saving throw or take 3d10 bludgeoning damage and suffer one of the following effects of your choice until the end of its next turn: halved speed or disadvantage on attack rolls. At the end of each of its turns, the target can make another constitution saving throw. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for every two slot levels above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Resilient Sphere","description":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.","properties":{"Category":"Spells","Name":"Resilient Sphere","Level":4,"Range":"30 feet","School":"Evocation","Target":"A creature or object of Large size or smaller within range","Classes":"Artificer, Wizard","Duration":"Up to 1 minute","Material":"A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":3,"data-description":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.<br />Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.<br />The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.<br />A disintegrate spell targeting the globe destroys it without harming anything inside it.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Resistance","description":"Abjuration Cantrip Casting Time : 1 action Rang e: Touch Components: V, S, M (a miniature cloak) Duration : Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.","properties":{"Category":"Spells","Name":"Resistance","Level":0,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Resistance","description":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.","properties":{"Category":"Spells","Name":"Resistance","Level":0,"Range":"Touch","School":"Abjuration","Target":"One willing creature","Classes":"Artificer, Cleric, Druid","Duration":"Up to 1 minute","Material":"A miniature cloak","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":3,"data-description":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Resistance","description":"Abjuration Cantrip Casting Time : 1 action Rang e: Touch Components: V, S, M (a miniature cloak) Duration : Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.","properties":{"Category":"Spells","Name":"Resistance","Level":0,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Resistance","description":"Abjuration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Component: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a damage type : Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.","properties":{"Category":"Spells","School":"Abjuration","Name":"Resistance","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Resistance","description":"Abjuration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Component: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Resistance\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Resistance\\\",\\\"description\\\":\\\"You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Resistance","data-description":"You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.","Level":0,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Touch","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Resonant Blades","description":"","properties":{"Category":"Spells","School":"Transmutation","Expansion":32048,"Components":"V, M","Casting Time":"1 bonus action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Restorative Burst","description":"A wave of primal healing energies bursts out from you. Each creature within 15 feet of you regains hit points equal to 3d8 + your spellcasting ability modifier. Dying creatures receive the maximum amount of healing possible from this spell. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Restore Lifeless Body","description":"","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Restore Lifeless Horde","description":"","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Restore Pattern","description":"At your touch, all supernatural markers created by a special attack or power (such as corrupt pattern ) affecting one creature or object are erased. If the object is a forge enhanced weapon, the marker remains, but the effect breaks its owner’s attunement to the object so it can be removed or discarded.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Resurrection","description":"You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead . If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.","properties":{"Category":"Spells","Name":"Resurrection","Level":7,"Range":"Touch","School":"Necromancy","Target":"A dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead","Classes":"Bard, Cleric","Duration":"Instantaneous","Material":"A diamond worth at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.<br />This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.<br />This spell closes all mortal wounds and restores any missing body parts.<br />Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.<br />Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Resurrection","description":"7th-Level Necromancy Casting Time : 1 hour Rang e: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration : Instantaneous You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical dise⁠ases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.","properties":{"Category":"Spells","Name":"Resurrection","Level":7,"School":"Necromancy","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Resurrection","description":"Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points . This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests . Every time the target finishes a Long Rest , the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest , you can’t cast spells again, and you have Disadvantage on D20 Tests .","properties":{"Category":"Spells","School":"Necromancy","Name":"Resurrection","Level":7,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Resurrection","description":"Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Bard, Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Resurrection\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Resurrection\\\",\\\"description\\\":\\\"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\\\\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\\\\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\\\\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a diamond worth 1,000+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Resurrection Caster Condition\",\"parent\":\"Resurrection\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Resurrection Caster\\\",\\\"description\\\":\\\"Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.\\\"}\"},{\"name\":\"Resurrection Caster Disadvantage\",\"parent\":\"Resurrection Caster Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\",\\\"Saving Throws\\\",\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Disadvantage on D20 Tests.\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"Resurrection","data-description":"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\nThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\nComing back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\nCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.","Level":7,"Casting Time":"1 hour","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a diamond worth 1,000+ GP, which the spell consumes","data-CastNum":6,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Resuscitate","description":"You medically treat a creature that has died within the last minute. That creature returns to life with 1 hit point. This technique can’t return to life a creature that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Retribution","description":"You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Return Point","description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated haven. You and any creatures that teleport with you appear in the nearest unoccupied space next to the spot you chose when you prepared your haven (see below). If you use this power without a designated haven, the power has no effect. If the haven is a vehicle, such as a starship, you cannot teleport onto that vehicle while it’s moving under its own power. You must designate a haven by activating this power within a familiar location you’ve visited often and likely feel at home, such as your home, a companion’s home, your workplace, your group’s hideout, or the bridge of your ship. If you attempt to activate the power in this manner in an area that isn’t personally familiar to you, the power has no effect.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Returnal","description":"8th-level necromancy Casting Time: 7 hours Range: Touch Components: V, S, M (spores from a bioluminescent fungus, the target's blood, and a diamond worth 1000 gp, which the spell consumes) Duration: Instantaneous You plant the spores of a bioluminescent fungus in an area with decaying organic matter, feeding it with the blood of a willing creature, and permanently binding the creature to the fungus, allowing it to return from death when slain. The next time the creature would die, its body melts into a pool of decomposed sludge and reforms at the location where the spell was cast. When it reforms, it regains all its hit points. Additionally all Injuries the creature suffered from at the time of death are healed, with the creature suffering from theLasting Effects as normal. None of the creature’s items are transported with it.","properties":{"Category":"Spells","Level":8,"School":"necromancy","Components":"V, S, M","Casting Time":"7 hours","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Reveal","description":"Reveal 2nd-level divination Casting Time: 1 action Range: 20 feet Components: S, M (handful of living moths) Duration: Instantaneous You toss a handful of moths towards one opponent in an attempt to force them to reveal their true form. If they are a shapechanged creature they must make a Charisma saving throw or be forced into their true form (or another form, if they have multiple). As well, if they fail, they suffer 8d6 force damage from the abrupt change. Not all shapechangers are affected: if the creature normally takes more than 10 minutes to change their shape, they merely take the damage but retain their existing form. Beneath the Surface When used against any creature with dual natures (such as the grim) if that creature fails its saving throw it switches to its alternate form. Likewise, a tuss that fails its saving throw activates its true nature feature (if not already activated).","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"divination","Components":"S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Revealing Insight","description":"You learn the true name and current location of the creature you target. Nothing short of mind blank spell or assistance from a deity stops you from discovering the precise whereabouts of a single living or undead individual.","properties":{"Category":"Spells","Level":8,"School":"divination (ritual)","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Revel of the Fallen God","description":"You summon four satyrs, which appear in unoccupied spaces that you can see within range. A satyr disappears when it drops to 0 hit points or when the spell ends. The satyrs are friendly to you and your companions for the duration. Roll initiative for the satyrs, which have their own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the satyrs, they defends themselves from hostile creatures but otherwise takes no actions. See the entry for Satyr for statistics (found in the Monster Manual ).","properties":{"Category":"Spells","Level":7,"School":"conjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Revenance","description":"3rd-level necromancy (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust and a drop of blood) Duration: 8 hours You enhance the internal willpower of the undead. Choose up to three undead creatures of CR 3 or lower within range. An unwilling creature must make a Wisdom saving throw to avoid the effect. Affected creatures for the duration of the spell radiate a faint aura of magic and cannot be frightened. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can affect 1 more undead creature for each slot level above 3rd. Alternatively when you cast this spell using a spell slot of 4th level or higher you can affect three creatures with CR up to the slot level you have used.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Reverberate","description":"You strike the ground with the metal ring, shaking the earth ahead of you with the impact. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage and fall prone; a successful Dexterity saving throw halves the damage and prevents the creature from falling pone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (Ring)","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Reverberate","description":"You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (ring)","Expansion":5764,"Components":"V, S, M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (15 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Reverberate","description":"2nd-Level Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a metal ring) Duration: Instantaneous You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Reverse Gravity","description":"This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.","properties":{"Category":"Spells","Name":"Reverse Gravity","Level":7,"Range":"100 feet","School":"Transmutation","Target":"A 50-foot-radius, 100-foot high cylinder centered on a point within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A lodestone and iron fillings","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":100,"data-DurationNum":3,"data-description":"This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.<br />If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.<br />At the end of the duration, affected objects and creatures fall back down.","data-RangeAoe":"100 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Reverse Gravity","description":"7th-Level Transmutation Casting Time : 1 action Rang e: 100 feet Components: V, S, M (a lodestone and iron filings) Duration : Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.","properties":{"Category":"Spells","Name":"Reverse Gravity","Level":7,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Reverse Gravity","description":"Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100- foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder . A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","properties":{"Category":"Spells","School":"Transmutation","Name":"Reverse Gravity","Level":7,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","data-RangeAoe":"100 ft (50 ft radius, 100 foot high ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Reverse Gravity","description":"Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100- foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Dexterity Save","Spell Attack":"None","filter-Level":7,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Reverse Gravity\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Reverse Gravity\\\",\\\"description\\\":\\\"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. 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When the spell ends, affected objects and creatures fall downward.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"100 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a lodestone and iron filings\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"50 foot radius, 100 foot high\\\"}}\"},{\"name\":\"Reverse Gravity Attack\",\"parent\":\"Reverse Gravity\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Reverse Gravity\\\",\\\"description\\\":\\\"A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onSucceed\\\":\\\"Grabs a fixed object it can reach, thus avoiding the fall upward.\\\"},\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"50 foot radius, 100 foot high\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Reverse Gravity","data-description":"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","Level":7,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"100 feet","Components":"V S M","Material":"a lodestone and iron filings","data-CastNum":2,"data-RangeNum":100,"Save":"Dexterity","data-RangeAoe":"100 ft (50 ft radius, 100 foot high ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Revitalize","description":"You regain a number of hit points equal to 3d6 + your spellcasting ability modifier. Additionally, if you are concentrating on a spell that targets creatures and that did not require saving throws, you can change the target or targets of that spell.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Revive","description":"You bring a recently deceased creature back from death, provided that it has been dead no longer than 10 days. The creature returns to life with 1 hit point. This technique also neutralizes any poisons and cures all diseases that affected the creature at the time it died. This technique doesn’t, however, remove any afflictions caused by esper powers, or similar effects; if these aren’t first removed prior to using this power, they take effect when the creature returns to life. This technique can’t reanimate an automaton or construct. This technique closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the technique has no effect. Being brought back from death is a taxing ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Revive Beast","description":"You touch a beast that has died within the last minute. That beast returns to life with 1 hit points. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Revive Beast","description":"You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Revive Beast","description":"2nd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (emeralds worth 100 gp, which the spell consumes) Duration: Instantaneous You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Revivify","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration : Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Name":"Revivify","Level":3,"School":"Necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Revivify","description":"You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Name":"Revivify","Level":3,"Range":"Touch","School":"Necromancy","Target":"A creature that has died within the last minute","Classes":"Artificer, Cleric, Paladin","Duration":"Instantaneous","Material":"Diamonds worth 300 gp, which the spell consumes","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Revivify","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration : Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.","properties":{"Category":"Spells","Name":"Revivify","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Revivify","description":"Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point . This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.","properties":{"Category":"Spells","School":"Necromancy","Name":"Revivify","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Revivify","description":"Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Druid, Paladin, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Revivify\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Revivify\\\",\\\"description\\\":\\\"You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a diamond worth 300+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Revivify","data-description":"You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"a diamond worth 300+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rhazien’s Horrific Transformation","description":"8th-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute You speak a word of power so great and terrible that all creatures that hear it block it from their minds in the same instant it is spoken. The word transforms the target into a misshapen mass of limbs, mouths, and tentacles. When you cast this spell, choose one creature within range. That creature must make a Constitution saving throw or transform into a Servant of Rhazien (see page 196) until the spell ends. While transformed in this way, the creature serves you and implicitly understands your desired commands. When it transforms, you can give it its initial set of instructions. You can telepathically issue new instructions as a bonus action. If the creature’s new form is reduced to 0 hit points, the spell ends. When the spell ends, the creature must make a Wisdom saving throw against your spell save DC or lose its memory of the experience. A creature that succeeds this saving throw is frightened of you and sickened for 1 minute. The creature can make a new Wisdom saving throw to end these conditions at the end of each of its turns.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Rhizomorph Road","description":"This spell creates a magical link between a Large or larger inanimate mushroom within range and another mushroom, at any distance, on the same plane of existence. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","properties":{"Category":"Spells","Level":4,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ribbons of Night","description":"You launch a dark tendril of necrotic energy and shadow at a single creature within range. Make a ranged spell attack. On a hit, the target takes 15d6 necrotic damage and you regain an equal amount of hit points. In addition, if the target has spell slots, you gain a bonus spell slot of 3rd level that must be used within 1 minute of gaining it.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ricochet","description":"As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and the fired projectile bounces from the target to a different creature of your choice that you can see within 15 feet of it. The second creature takes damage equal to the weapon’s damage dice with no modifiers. This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 damage to the target, and the damage to the second creature increases to the weapon’s damage dice + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th and 17th level.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Ride the Rifts","description":"Ride the Rifts 3rd level contaminated conjuration Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a delerium fragment worth 100 gp, which the spell consumes) Duration: Instantaneous When you cast this spell, you gain one level of contamination. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line’s area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Available for: bard, sorcerer, warlock, wizard","properties":{"Category":"Spells","Level":3,"School":"Contaminated conjuration","Expansion":21300,"Components":"V, S, M","Damage Type":"Lightning","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Rift","description":"4th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 1 minute You conjure a small rift to another plane on a point you can see within range. When you cast this spell, choose one of the following natures. The rift exhibits the chosen nature for the duration. Chaos. The rift’s presence warps the area around it, disorienting nearby creatures. A creature that starts its turn within 20 feet of the rift has disadvantage on the first attack roll it makes before the start of its next turn, and when it moves on its turn, it moves in a random direction. Delights. Soothing lights and sounds float out from the rift. Each creature that starts its turn within 5 feet of the rift regains hit points equal to your spellcasting ability modifier and can’t be frightened until the start of its next turn. Horrors. Tentacles erupt from the rift and fly toward up to three creatures you can see within 20 feet of the rift. Each creature must succeed on a strength saving throw or be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a strength check against your spell save dc. On a success, it is no longer restrained. If no creatures are restrained by the rift’s tentacles at the end of your turn, the next creature, other than you, to move within 20 feet of the rift must succeed on a strength saving throw or be restrained by the tentacles for the duration.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Rift Blade","description":"A spinning translucent blade surrounded by a small wisps of light-distorting mists forms and hovers a few feet from you for the duration. When the blade appears, you can launch it at a target you can see within range. Make a ranged channeling attack. The target cannot gain an AC bonus against this attack from half or three-quarters cover. On a hit, the target takes 3d10 force damage. Until the effect ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one within range.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rift Bolt","description":"A bolt of lightning descends from a rift on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 3d8 lightning damage. The target gains no benefit from cover for this saving throw. You can instead cast this spell as a bonus action, but its effects do not resolve instantaneously. Instead, the spell occurs when you use a bonus action on your next turn. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action or 1 bonus action (see below)","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Right the Stars","description":"7th-Level Divination Casting Time: 10 minutes Range: Self Components: V, S, M (seven black candles and a circle of powdered charred bone or basalt) Duration: 1 hour You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"divination","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Right The Stars","description":"You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.","properties":{"Category":"Spells","Level":7,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Righteous Blow","description":"As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. You gain a bonus to the attack roll equal to the number of hostile creatures within 5 feet of you. On a hit, the target suffers the attack’s normal effects, and takes radiant damage equal to twice the number of hostile creatures within 5 feet of you. This spell’s damage increases by 1d8 radiant when you reach 5th level (1d8), 11th level (2d8), and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Righteous Brand","description":"The melee weapon you are holding is imbued with divine power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon deals radiant damage against undead or fiends instead of the weapon’s normal damage type. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Righteous Reproach","description":"Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, S, M (a holy symbol) Duration: Instantaneous You present your holy symbol, summoning divine power, and make a melee spell attack against a creature within 5 feet of you. If the target is an undead or fiend, the attack roll scores a critical hit on a roll of 19 or 20 on the d20. On a hit, the target takes 1d8 radiant damage, and the creature has disadvantage on the first attack roll it makes against you before the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Once you reach 17th level, if the target is an undead or fiend, the attack roll scores a critical on a roll of 18-20 on the d20.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rime","description":"Evocation cantrip Casting time: 1 bonus action Range: touch Components: v Duration: 1 minute You touch one nonmagical weapon and imbue it with frost. For the duration, the weapon and any ammunition it fires are coated in a thin, biting layer of ice, and any damage the weapon deals is cold damage instead of its normal damage type. If a hit with the weapon is a critical hit, the weapon deals an extra 1d4 cold damage, and the spell ends. The cold damage from a critical hit increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V","Damage Type":"cold","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Rime Strike","description":"Evocation cantrip Casting Time: 1 action Range: Self (60-foot radius) Components: V, M (a ranged weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack’s normal effects, and the air around it turns frigid, halving its movement speed until the end of its turn. At 5th level, the ranged attack deals an extra 1d4 cold damage. The cold damage increases by 1d4 at 11th level (2d4) and 17th level (3d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rime's Binding Ice","description":"2nd-Level Evocation Casting Time : 1 action Rang e: Self (30-foot cone) Components: V, S, M (a vial of meltwater) Duration : Instantaneous A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Expansion":12314,"Components":"S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ring Strike","description":"You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Transmutation (ring)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ring Strike","description":"1st-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (two metal rings) Duration: 1 hour You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ring Ward","description":"The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.","properties":{"Category":"Spells","Level":7,"School":"Abjuration (ring)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ring Ward","description":"7th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (an iron ring worth 200 gp, which the spell consumes) Duration: Concentration, up to 1 hour The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Rings of the Wise","description":"Rings of the Wise 1st-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (one silver coin for each ring) Duration: Concentration, up to 10 minutes After casting this spell, you summon into being a magical arm ring, equipped to your arm, that only you can see. As a bonus action, each turn, you may throw an arm ring. If equipped, each arm ring adds +1 to your Armor Class (the effects stack). If thrown, you may toss one ring on the ground anywhere within 15 feet of you. As a bonus action on another turn, you may make any number of rings explode. Exploding rings hit all opponents within 5 feet of the ring. Each ring delivers 1d8 force damage plus an additional 1d8 force damage per ring equipped by the caster. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you create one additional ring for each slot level above 1st. The second ring materializes at the start of the second round after you cast this spell, and so on, until all the rings have materialized. There are a maximum of eight rings at any time.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":25792,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ringstrike","description":"You infuse up to two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within the spell’s range with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Transmutation (Ring)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Ringward","description":"This spell causes the iron ring to become a faintly shimmering ring of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protective energy ring have advantage on saving throws against spells and gain resistance to one type of damage of your choice.","properties":{"Category":"Spells","Level":7,"School":"Abjuration (Ring)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Riptide","description":"With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options. Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. A creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone. Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Conjuration (Elemental)","Components":"V S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Riptide","description":"With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options. Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone. Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Riptide","description":"Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn. As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range, or is no longer in water at least 2 feet deep.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Riptide","description":"3rd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options: Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone. Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Riptide","description":"Riptide 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 minute Class: Druid, Sorcerer, Warlock, Wizard Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn. As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range, or is no longer in water at least 2 feet deep.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Risen","description":"Risen 4th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (the figurehead) Duration: 1 minute One ship’s figurehead that you touch becomes alive and gains all of the abilities and statistics of an iron golem (but is unable to move). The risen figurehead is considered friendly to you and your allies and follows your commands on your initiative turn (defending itself if no explicit instructions are provided). If it dies, the figurehead returns to its normal form.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Rite of Rain","description":"2nd-level conjuration (ritual) Casting time: 1 action Range: touch Components: v, s Duration: 1 hour You conduct a special rite through dance or prayer. At the end of the rite, you touch a point on the ground beneath you. For the duration, the area within 30 feet of that point is blessed by refreshing rains. The area is difficult terrain for creatures hostile to you. In addition, when a creature in the area rolls a 1 on a damage die for a spell that deals cold damage or lightning damage, the creature can reroll the die and must use the new roll. If you cast this spell every day for 10 days in the same location, plants in the area grow twice as quickly and yield twice as much for 1 year.","properties":{"Category":"Spells","Level":2,"School":"conjuration (ritual)","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Rive","description":"You pull on the filaments of transition and possibility to tear at your enemies. Choose a creature you can see within range and make a ranged spell attack. On a hit, the target takes 5d8 cold damage as strands of icy nothingness whip from your outstretched hand to envelop it. If the target isn’t native to the plane you’re on, it takes an extra 3d6 psychic damage and must succeed on a Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Roaming Pain","description":"You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell’s initial effect. d6 Body Part Effect 1 Head Incapacitated 2 Throat Unable to speak coherently or cast spells with verbal components 3 Chest Cannot take reactions or bonus actions 4 Abdomen Disadvantage on Constitution saving throws 5 Arm Disadvantage on attack rolls, Strength and Dexterity skill checks 6 Leg Movement halved The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target’s turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Roaming Pain","description":"1st-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell’s initial effect. d6 Body Part Effect 1 Head Incapacitated 2 Throat Unable to speak coherently or cast spells with verbal components 3 Chest Cannot take reactions or bonus actions 4 Abdomen Disadvantage on Constitution saving throws 5 Arm Disadvantage on attack rolls, Strength and Dexterity skill checks 6 Leg Movement halved The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target’s turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round. ","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Roaring Winds of Limbo","description":"8th-Level Conjuration Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is deafened, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about. Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a d8, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement; a creature in the area must spend 2 feet of movement for every 1 foot it moves. As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing 2d10 bludgeoning, 2d10 piercing, and 2d10 slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Roaring Winds Of Limbo","description":"You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is deafened, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about. Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a d8, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement; a creature in the area must spend 2 feet of movement for every 1 foot it moves. As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing 2d10 bludgeoning, 2d10 piercing, and 2d10 slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage.","properties":{"Category":"Spells","Level":8,"School":"Conjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Robe Of Shards","description":"You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.","properties":{"Category":"Spells","Level":6,"School":"Abjuration (Clockwork)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Rock to Mud","description":"You choose an area of rock or mud that fits within a 20-foot cube, centered on a point within range. Nonmagical rock in the area transforms into the same volume of mud. You can choose the size and depth of the area to transform; the area can be as shallow as 1 inch deep, with a maximum depth of 20 feet. The mud is considered difficult terrain. Additionally, you can use this spell to turn an area of mud into solid rock. A creature in the mud when you cast the spell must make a Dexterity saving throw. On a successful save, the creature leaps free of the mud and lands safely on a nearby solid surface; on a failed save, the creature becomes stuck in the rock and is restrained. A stuck creature, or another creature within reach, can use an action to try to break the rock. The rock has AC 17 and 25 hit points and is immune to psychic and poison damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the size of the affected area increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"transmutation","Expansion":25357,"Components":"S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Rockfall Ward","description":"You temporarily halt the fall of up to a 10-foot cube of nonmagical objects or debris, saving those who might have been crushed. The falling material’s rate of descent slows to 60 feet per round and comes to a stop 5 feet above the ground, where it hovers until the spell ends. This spell can’t prevent missile weapons from striking a target, and it can’t slow the descent of an object larger than a 10-foot cube. However, at the GM’s discretion, it can slow the descent of a section of a larger object, such as the wall of a falling building or a section of sail and rigging tied to a falling mast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube of debris and objects you can halt increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S","Casting Time":"1 reaction, which you take when nonmagical debris or objects fall within 120 feet of you","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Rolling Bones","description":"Rolling Bones 2nd-level divination (ritual) (cleric, druid, warlock, wizard) Casting Time: 1 minute Range: Self Components: V,S,M (the bones of a small mammal worth at least 1 gp) Duration: Instantaneous You roll bones, allowing fate to give you an omen of the future. Roll 1d6. On a roll of 5 or 6, you know if you are: not likely, likely, or very likely to encounter hostile creatures within the next hour. You also learn the type of creature you’re most likely to encounter. On a roll of 2, 3, or 4, you learn if you are: not likely, likely, or very likely to encounter hostile creatures within the next hour. On a roll of 1, the material components of the spell are consumed, and you take 1 psychic damage as fate rebels. You don’t learn any information and you can’t cast this spell again until you finish a short rest. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a false reading. The GM makes this roll in secret.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V,S,M","Casting Time":"1 minute ","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rolling Thunder","description":"A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell. While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Evocation (Elemental)","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ⇧)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Rolling Thunder","description":"A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell. While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution saving throw","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Rolling Thunder","description":"2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a sliver of metal from a gong) Duration: Instantaneous A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell. While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its Speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Root Snare","description":"Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round Grasping roots sprout in each unoccupied space on the ground surrounding a target within range. Until the start of your next turn, if a creature other than you willingly moves into one of the spaces, the creature must succeed on a Dexterity saving throw or take 1d4 piercing damage and have its speed reduced to 0 until the start of its next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rope Trick","description":"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.","properties":{"Category":"Spells","Name":"Rope Trick","Level":2,"Range":"Touch","School":"Transmutation","Target":"A length of rope that is up to 60 feet long","Classes":"Artificer, Wizard","Duration":"1 hour","Material":"Powdered corn extract and a twisted loop of parchment","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.<br />The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.<br />Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.<br />Anything inside the extradimensional space drops out when the spell ends.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rope Trick","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration : 1 hour You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.","properties":{"Category":"Spells","Name":"Rope Trick","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Rope Trick","description":"Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures . Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.","properties":{"Category":"Spells","School":"Transmutation","Name":"Rope Trick","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rope Trick","description":"Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Rope Trick\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Rope Trick\\\",\\\"description\\\":\\\"You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra­dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\\\\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a segment of rope\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Rope Trick","data-description":"You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra­dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\nThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.","Level":2,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a segment of rope","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rotten Heart","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":2,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Rotting Corpse","description":"Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic. You cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the raise dead spell (though a resurrection spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a true resurrection spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Expansion":5494,"Components":"V M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Rotting Corpse","description":"Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic. You cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the raise dead spell (though a resurrection spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a true resurrection spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":5764,"Components":"V, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Rotting Corpse","description":"2nd-Level Necromancy Casting Time: 10 minutes Range: Touch Components: V, M (a rotting piece of flesh from an undead creature) Duration: 3 days Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic. You cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the raise dead spell (though a resurrection spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a true resurrection spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Rubber Bones","description":"Rubber Bones 3rd-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You touch a willing creature. Its bones become soft and rubbery, and it gains the following benefits: It can spend 5 feet of movement to escape a grapple without requiring an ability check and can squeeze through a space that is large enough for a creature two sizes smaller than it. It has advantage on Dexterity saving throws. It has resistance to bludgeoning damage. Its reach with melee attacks increases by 5 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rubbery Body","description":"2nd-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a tentacle from a small or Smaller aberration) Duration: concentration, up to 1 minute Your touch changes the composition of a willing creature’s flesh to an oily rubber. Until the spell ends, the target has resistance to bludgeoning damage. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 7th level or higher, the target has immunity to bludgeoning damage until the spell ends instead.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ruby Circlet","description":"","properties":{"Category":"Spells","Level":6,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ruby-Eye Curse","description":"3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes A red haze clouds the eyes of a creature that meets your gaze. Choose one creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. A cursed target can see normally out to 5 feet, but is blind beyond this radius. A remove curse spell ends this curse early.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rumbling Charge","description":"1st-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a lump of granite) Duration: Instantaneous You imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there, and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rumor","description":"1st-level enchantment (ritual) Casting Time: 1 action Range: Self (100-foot radius) Components: V, S Duration: 1 minute You magically spread a rumor of 10 words or less. Any creature within range that is near three or more other creatures which speak the same language as them believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin point is impossible to discern. Generally, creatures won’t be outright hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their disposition positively or negatively.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rune of Imprisonment","description":"3rd-Level Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (ink) Duration: Concentration, up to 1 minute You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose Hit Points or stabilize until freed. A creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Rune of Imprisonment","description":"You trace a glowing black rune in the air which streaks toward and envelopes its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed. A creature adjacent to the rune may spend a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can only be attempted once per round.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Rune Of Imprisonment","description":"You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed. A creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Rupturing Curse","description":"Rupturing Curse 2nd-level evocation (warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You focus your magic to shatter the body of your foe. Choose one creature you can within range; it must succeed on a Constitution saving throw or take 3d6 piercing damage and be knocked prone by the pain. In addition, if the target takes bludgeoning damage equal to 5 times its Constitution modifier (minimum of 5) or more in a single turn, its skeleton shatters, reducing its speed to 0 for the duration of the spell. If it does not take such damage before the start of its next turn, the spell ends. A creature without bones is immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 2d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rusting Grasp","description":"3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed. If you target a nonmagical metal object with this spell that isn’t being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":26275,"Components":"V, S","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sacrament of the Falling Fire","description":"Sacrament of the Falling Fire 9th level abjuration Casting Time: 1 hour Range: 30 feet Components: V, S, M (a delerium fragment worth 100 gp for each participating creature, which the spell consumes) Duration: Instantaneous This spell may only be cast in an area covered by the Deep Haze. You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3). When you finish casting this spell, a hostile shadow appears and attacks each participant, as a manifestation of that character’s inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a wraith to manifest instead. Available for: bard, cleric, druid, warlock","properties":{"Category":"Spells","Level":9,"School":"Abjuration","Expansion":21300,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"30 feet"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Sacred Flame","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. ⁠The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Sacred Flame","Save":"Dexterity","Level":0,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sacred Flame","description":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Sacred Flame","Save":"Dexterity","Level":0,"Range":"60 feet","Damage":"1d8","School":"Evocation","Target":"A creature that you can see within range","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.","data-Cantrip Scaling":"dice","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sacred Flame","description":"Evocation Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. ⁠The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Sacred Flame","Save":"Dexterity","Level":0,"School":"Evocation","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sacred Flame","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Sacred Flame","description":"Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage . The target gains no benefit from Half Cover or Three-Quarters Cover for this save . Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Name":"Sacred Flame","Level":0,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sacred Flame","description":"Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Radiant Damage","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Sacred Flame\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sacred Flame\\\",\\\"description\\\":\\\"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"cantripScale\\\":\\\"Dice\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Sacred Flame Attack\",\"parent\":\"Sacred Flame\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sacred Flame\\\",\\\"range\\\":\\\"60 feet\\\",\\\"description\\\":\\\"The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"The target takes 1d8 Radiant damage.\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Sacred Flame Damage\",\"parent\":\"Sacred Flame Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Sacred Flame Damage Upcast 5\",\"parent\":\"Sacred Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Sacred Flame Damage Upcast 11\",\"parent\":\"Sacred Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Sacred Flame Damage Upcast 17\",\"parent\":\"Sacred Flame Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Sacred Flame","data-description":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Dexterity","Damage":"1d8","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sacrifice Pawn","description":"Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature’s level (or CR for a creature without a level) + your spellcasting ability modifier.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V","Casting Time":"1 reaction, which you take when a friendly creature within 60 feet drops to 0 hit points"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sacrificial Healing","description":"You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sacrificial Healing","description":"You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sacrificial Healing","description":"4th-Level Necromancy (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a silver knife) Duration: Instantaneous You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).","properties":{"Category":"Spells","Level":4,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Safe Transposition","description":"You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn’t room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"S","Casting Time":"1 reaction, which you take when an injured ally is attacked","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Salt Lash","description":"You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw. The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Conjuration (alkemancy)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Salt Lash","description":"3rd-Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (a pinch of salt worth 1 sp, which is consumed during the casting) Duration: Concentration, up to 10 minutes You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw. The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Salvo Strike","description":"You launch an assault drone which rains down a hail of gunfire centered on a point within range. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Technique","Expansion":27051,"Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Samuel's Cough","description":"You cause a single creature of your choice that you can see within range to cough and have a ringing sound obstruct its hearing. The creature must make a Constitution saving throw or be forced to cough loudly. The creature takes 1d4 thunder damage and is deafened for until the start of your next turn. A creature that fails this saving throw cannot tell whether or not it was a natural cough or not. A creature that passes its save is aware it was the target of a spell. This spell has no effect on undead, constructs, or creatures that are not required to breathe. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"enchantment","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sanctuary","description":"1st-Level Abjuration Casting Time : 1 bonus action Rang e: 30 feet Components: V, S, M (a small silver mirror) Duration : 1 minute You ward a creature within range against a⁠ttack. Until the spell ends, any creature who targets the warded creature with an a⁠ttack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the a⁠ttack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.","properties":{"Category":"Spells","Name":"Sanctuary","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sanctuary","description":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball . If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.","properties":{"Category":"Spells","Name":"Sanctuary","Level":1,"Range":"30 feet","School":"Abjuration","Target":"A creature within range","Classes":"Artificer, Cleric","Duration":"1 minute","Material":"A small silver mirror","data-List":"false","Components":"V S M","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":30,"data-DurationNum":4,"data-description":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.<br />If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sanctuary","description":"1st-Level Abjuration Casting Time : 1 bonus action Rang e: 30 feet Components: V, S, M (a small silver mirror) Duration : 1 minute You ward a creature within range against a⁠ttack. Until the spell ends, any creature who targets the warded creature with an a⁠ttack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the a⁠ttack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.","properties":{"Category":"Spells","Name":"Sanctuary","Level":1,"School":"Abjuration","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sanctuary","description":"1st-Level Abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Sanctuary","description":"Level 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll , casts a spell , or deals damage .","properties":{"Category":"Spells","School":"Abjuration","Name":"Sanctuary","Level":1,"Casting Time":"Bonus Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sanctuary","description":"Level 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Sanctuary\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sanctuary\\\",\\\"description\\\":\\\"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a shard of glass from a mirror\\\"}}\"},{\"name\":\"Sanctuary Condition\",\"parent\":\"Sanctuary\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Sanctuary\\\",\\\"description\\\":\\\"This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.\\\"}\"},{\"name\":\"Sanctuary Attack\",\"parent\":\"Sanctuary\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sanctuary\\\",\\\"description\\\":\\\"Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Either choose a new target or lose the attack or spell.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Sanctuary","data-description":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","Level":1,"Casting Time":"Bonus Action","Duration":"1 minute","Range":"30 feet","Components":"V S M","Material":"a shard of glass from a mirror","data-DurationNum":4,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sand Blast","description":"With the point of a finger, you release a short blast of sand and air in a 15-foot cone. Any creatures in the area of effect take 1d6 bludgeoning damage and must succeed on a Dexterity saving throw, or become blinded until the end of their next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Expansion":20844,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Sand Shape","description":"The target of this spell assumes the granular form of sand, including all equipment carried. The target gains immunity to slashing and piercing weapons and resistance to bludgeoning weapons for the duration of the spell. If standing on sand, once during the duration of the spell, the target can use an action to meld into sand, and remain aware of its surroundings. While melded into sand, the target can’t attack or cast spells. The target can use another action to exit the sand within 90 feet of where the meld occurred, but this ends the spell.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":20844,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Sand Ship","description":"Casting sand ship on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sand Ship","description":"4th-Level Transmutation (Ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a boat or ship of 10,000 gp value or less) Duration: 24 hours Casting sand ship on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal Speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.","properties":{"Category":"Spells","Level":4,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sandstorm","description":"You create a 30-foot-radius sandstorm centered on a point you can see within range. Medium or smaller objects that aren’t secured to anything and aren’t worn or carried by anyone are caught up in the howling winds. The area is heavily obscured. A creature that starts its turn in the sandstorm or enters it for the first time on a turn, including when the sandstorm first appears, must succeed on a Dexterity saving throw or take 5d8 bludgeoning damage and become blinded until the start of its next turn. In addition, a Medium or smaller creature that fails the save is pushed 10 feet in a random direction.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M","Damage Type":"bludgeoining","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Sanguine Awareness","description":"","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sanguine Dreams","description":"","properties":{"Category":"Spells","Save":"Wisdom ","Level":6,"School":"enchantment","Components":"V","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sanguine Horror","description":"When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental. The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends. Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (blood)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sanguine Horror","description":"5th-Level Conjuration Casting Time: 1 action Range: 5 feet Components: V, S, M (a miniature dagger) Duration: Concentration, up to 1 hour When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental (see Creature Codex). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 Hit Points or when the spell ends. Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sanguine Horror","description":"When you cast this spell, you prick yourself with the focus, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental (see Creature Codex). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends. Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Sanguine Wave","description":"With a flick of your hand, you transform your Arcane Blood Mass into a thin wave of blood 15 foot wide that slices forwards 15 feet. This deals 1d6 necrotic damage and 1d4 slashing damage to each target hit by this spell. Any target within the path of the wave can attempt to dodge by making a Dexterity saving throw vs your spell save DC. If successful, they take no damage. This cantrip has the additional benefit of being able to cut through objects such as rope and thin wooden beams.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 Action","data-RangeAoe":"15 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Sapping Sting","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy and Graviturgy Wizard Schools of Magic. Necromancy Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : Instantaneous You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Necromancy","Expansion":5016,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Sapping Sting","description":"Necromancy cantrip Casting Time : 1 action Rang e: 30 feet Compon ents: V, S Duration: Instantaneous You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Expansion":29448,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Savage Surge","description":"You bring up ferocity and primal speed in a willing creature you touch. Until the start of your next turn, the creature can move up to its speed toward an enemy of its choice that it can see or hear. The creature must end this move closer to the enemy than it started started.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Scald","description":"Malefic word, evocation Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You spit out a fiery Word of Power that scorches your tongue and sets the blood of all creatures within 5 feet of you aboil. Each creature within range must make a Constitution saving throw. If they fail, they take 1d6 fire damage and start bleeding. If they succeed, they take half damage and do not start bleeding. This malefic word’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Baleful Echo (1 vitality): All creatures within range take 1d6 fire damage. Feedback: Your own blood boils and sizzles in your veins. You begin bleeding (1d4 piercing damage at the start of each of your turns) for the next 1d6 rounds. While you are bleeding, you cannot regain hit points.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Scale Rot","description":"You summon death and decay to plague your enemies. One creature of your choosing within 30 feet of you that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature's Armor Class are made with advantage, and the creature can't regain hit points through any means. An effected creature can end the effect by using an action to make a successful Constitution saving throw. A successful saving throw ends the effect on that creature and makes the creature immune to further castings of scale rot for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by 1 per slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Scale Rot","description":"You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.) One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Necromancy (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scale Rot","description":"4th-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of rotten meat) Duration: Concentration, up to 1 minute You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.) One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain Hit Points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scaly Hide","description":"A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target’s AC can’t be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scaly Hide","description":"4th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a dragon scale of the appropriate color) Duration: Concentration, up to 10 minutes A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target’s AC can’t be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scatter","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 30 feet Components: V Duration : Instantaneous The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Scattershot","description":"3rd-level evocation Casting time: 1 action Range: self (15-foot radius) Components: v, s, m (eight metal ball bearings) Duration: instantaneous You create an explosion of ball bearings that fly out from you in all directions. Each creature within 15 feet of you must make a dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Scentless","description":"You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scentless","description":"You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Scentless","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (1 ounce of pure water) Duration: 1 hour You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scintillating Chaos","description":"You blow a handful of gemstone dust into the air, which transforms into swirling, colorful bubbles that float out before you in a 20-foot cone. Each creature in the area must make a successful Dexterity saving throw to avoid the bubbles. On a failed save, a creature must roll on the Scintillating Chaos table below as one of the bubbles hits it and pops, producing a random effect. Scintillating Chaos d8 Effect 1 A gibbering mouther appears in an unoccupied space within 5 feet of the target and is hostile toward it. If the target is reduced to 0 hp, it becomes hostile to all other creatures. It remains for 1 minute or until it is reduced to 0 hp, whereupon it dissolves into foul-smelling mist. 2 The bubble bursts in a flash of light and color. The target is blinded until the end of your next turn. 3 Glitter rains down on the target. It is under the effect of the faerie fire spell for 1 minute. 4 The target is under the effect of the blink spell for 1 minute. 5 A bolt of lightning splits the sky and strikes the target. It takes 3d10 lightning damage and is stunned until the end of its next turn. 6 Glitter rains down upon the target. It heals 1d4 hp. 7 The target is under the effect of the confusion spell for 1 minute. If it takes any damage, the effect ends early. 8 Black tentacles, as per the spell, fill the space, centered on the target and remain for 1 minute.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Expansion":25357,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Scorching Ray","description":"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Scorching Ray","Level":2,"Range":"120 feet","Damage":"2d6","School":"Evocation","Target":"Targets (one or several) within range","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Fire","Casting Time":"1 action","Spell Attack":"Ranged","data-CastNum":2,"data-RangeNum":120,"data-DurationNum":0,"data-description":"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scorching Ray","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Scorching Ray","Level":2,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Scorching Ray","description":"Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage . Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Scorching Ray","Level":2,"Casting Time":"Action","Components":"V S","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scorching Ray","description":"Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Fire Damage","Spell Attack":"Ranged","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Scorching Ray\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Scorching Ray\\\",\\\"description\\\":\\\"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Scorching Ray Attack\",\"parent\":\"Scorching Ray\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scorching Ray\\\",\\\"repeat\\\":3,\\\"range\\\":\\\"120 feet\\\",\\\"description\\\":\\\"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Scorching Ray Damage\",\"parent\":\"Scorching Ray Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scorching Ray Upcast\",\"parent\":\"Scorching Ray Attack\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.repeat\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Scorching Ray","data-description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","Level":2,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"2d6","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scorching Strike","description":"The next time you hit a creature with a melee weapon attack during this power’s duration, the weapon erupts with a fiery explosion, dealing an extra 1d6 fire damage to the target and causes the target to burst into flames. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. At Higher Ranks. When you use this power at rank 2 or higher the initial extra damage dealt by the attack increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"fire","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Scourge's Mantle","description":"3rd-level necromancy Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute Curse magicks cascade off you to create a malignant aura with a 30-foot radius, weakening your enemies within it. Until the spell ends, the aura moves with you, centered on you. Whenever a creature hostile to you within the aura deals damage, it must roll a d4 and subtract the number rolled from the amount of damage it dealt.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Screaming Brand","description":"A weapon you touch becomes charged with disruptive magical energies. The next successful weapon attack you make before the spell ends deals an extra 1d4 psychic damage. If your target is forced to make a Concentration check due to this attack, it does so with disadvantage. This spell’s psychic damage changes to 1d6 when you reach 5th level, 1d8 at 11th level, and 1d10 at 17th level.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Screaming Ray","description":"You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Screaming Ray","description":"1st-Level Evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Screaming Ray","description":"You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Scribe","description":"This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren't reproduced, so you can't use scribe to make usable copies of spell scrolls or magic books.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (Hieroglyph)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Scribe","description":"This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scribe","description":"Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scrutinize Foe","description":"5th-level divination Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, current hit points, condition immunities, damage immunities, damage resistances, damage vulnerabilities, and enchantments (which reveals any spells which are currently affecting it). The GM must share with you the requested information.","properties":{"Category":"Spells","Level":5,"School":"divination","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scry Ambush","description":"3rd-level divination (bard, cleric, druid, ranger, sorcerer, warlock, wizard) Casting Time : 1 reaction, taken at the start of an enemy’s turn Range : Self Components : V, S Duration : Instantaneous You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can’t use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Scry Ambush","description":"You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.","properties":{"Category":"Spells","Level":4,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when an enemy tries to make a surprise attack against you.","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scry Ambush","description":"4th-Level Divination Casting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you Range: Self Components: V, S Duration: Instantaneous You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when an enemy tries to make a surprise attack against you","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scrying","description":"5th-Level Divination Casting Time : 10 minutes Rang e: Self Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration : Concentration, up to 10 minutes You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.","properties":{"Category":"Spells","Name":"Scrying","Level":5,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Scrying","description":"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.","properties":{"Category":"Spells","Name":"Scrying","Level":5,"Range":"Self","School":"Divination","Target":"A particular creature you choose that is on the same place of existence as you","Classes":"Bard, Cleric, Druid, Warlock, Wizard","Duration":"Up to 10 minutes","Material":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","data-List":"false","Components":"V S M","Casting Time":"10 minutes","data-CastNum":5,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":5,"data-description":"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.<br />Knowledge\tSave Modifier<br />Secondhand (you have heard of the target)\t+5<br />Firsthand (you have met the target)\t+0<br />Familiar (you know the target well)\t−5<br />Connection\tSave Modifier<br />Likeness or picture\t−2<br />Possession or garment\t−4<br />Body part, lock of hair, bit of nail, or the like\t−10<br />On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.<br />On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br />Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scrying","description":"Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw , which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy. Your Knowledge of the Target Is … Save Modifier Secondhand (heard of the target) +5 Firsthand (met the target) +0 Extensive (know the target well) -5 You Have the Target’s … Save Modifier Picture or other likeness -2 Garment or other possession -4 Body part, lock of hair, or bit of nail -10 On a successful save , the target isn’t affected, and you can’t use this spell on it again for 24 hours. On a failed save , the spell creates an Invisible , intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature , you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.","properties":{"Category":"Spells","School":"Divination","Name":"Scrying","Level":5,"Casting Time":"10 minutes","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scrying","description":"Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy. Your Knowledge of the Target Is … Save Modifier Secondhand (heard of the target) +5 Firsthand (met the target) +0 Extensive (know the target well) -5 You Have the Target’s … Save Modifier Picture or other likeness -2 Garment or other possession -4 Body part, lock of hair, or bit of nail -10 On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Druid, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Wisdom Save","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Scrying\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Scrying\\\",\\\"description\\\":\\\"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\\\\nYour Knowledge of the Target Is … - Save Modifier\\\\nSecondhand (heard of the target) - 5\\\\nFirsthand (met the target) - 0\\\\nExtensive (know the target well) - -5\\\\nYou Have the Target's … - Save Modifier\\\\nPicture or other likeness - -2\\\\nGarment or other possession - -4\\\\nBody part, lock of hair, or bit of nail - -10\\\\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\\\\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\\\\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"10 minutes\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font\\\"}}\"},{\"name\":\"Scrying Attack\",\"parent\":\"Scrying\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scrying\\\",\\\"range\\\":\\\"120 feet\\\",\\\"description\\\":\\\"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"The spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration.\\\",\\\"onSucceed\\\":\\\"Target isn't affected, and you can't use this spell on it again for 24 hours.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"10 min","filter-Concentration":"Yes","Name":"Scrying","data-description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\nYour Knowledge of the Target Is … - Save Modifier\nSecondhand (heard of the target) - 5\nFirsthand (met the target) - 0\nExtensive (know the target well) - -5\nYou Have the Target's … - Save Modifier\nPicture or other likeness - -2\nGarment or other possession - -4\nBody part, lock of hair, or bit of nail - -10\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.","Level":5,"Casting Time":"10 minutes","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S M","Material":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","data-CastNum":5,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scryspike","description":"There is nothing quite like the neck-prickling sensation of a scrying sensor watching over you. While magic exists to detect scrying—and even to prevent it in the first place—the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone. Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve . You create a shimmering dagger of force in your hand, which possesses the ability to attack magical sensors, such as those created by the scrying and clairvoyance spells. When you cast the spell, you make one melee or ranged spell attack with the dagger, after which the dagger disappears. On a hit, the target takes 5d10 psychic damage. You can also make this attack against a magical sensor you can see within range, which has AC 10. On a hit, the sensor is destroyed and the spell creating it immediately ends. The creature that created the destroyed sensor automatically takes maximum damage from scryspike . At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Sculpt Snow","description":"When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman. Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sculpt Snow","description":"2nd-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous When targeting an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptures bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman. Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Seal","description":"3rd-level abjuration Casting time: 1 minute Range: touch Components: v, s, m (an ounce of wax with flakes of gold worth at least 50 gp) Duration: 1 hour You magically seal the cracks, crevices, gaps, and breaches of a room or vehicle, protecting those inside it. You must be in a room, structure, vehicle, or chamber with a ceiling, walls, and windows, doors, portcullises, or other ways of physically closing off ingress and egress, or the spell fails. When you cast this spell, you touch the floor of a chamber that is up to fifty 5-foot squares and up to 10 feet tall, shaped as you desire. You can ward a long hallway, a square bedchamber, the lowest deck of a ship, the interior of a siege engine, or a similar chamber. Until the spell ends, the chamber is protected in the following ways. Barred. Doors, windows, and other entryways into the chamber are magically locked, as if sealed by an arcane lock spell. Bolstered. The chamber’s walls, floor, ceiling, doors, windows, and similar structural features are immune to nonmagical bludgeoning, piercing, and slashing damage and have resistance to magical damage. Impermeable. Magical and nonmagical water, gases, and other liquids and vapors can’t pass into the chamber from outside of it. Safe. The air within the chamber is safe to breathe and capable of sustaining any number of breathing creatures for the duration, provided the creature is wholly within the chamber.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M ","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Seal Fate","description":"9th-level divination Casting Time: 1 action Range: 60 feet Components: V, S, M (a thread of spun gold and a set of shears) Duration: 1 minute You attempt to seize control of the destiny of a creature you can see within range. The target must succeed on a Wisdom saving throw or become subject to the spell’s effects. A target can choose to fail this saving throw without rolling. Whenever the target makes an ability check, attack roll, or saving throw other than a saving throw against this spell for the duration, you can choose whether the roll succeeds or fails, instead of allowing the creature to roll. At the end of each of the target’s turns, it can make a Wisdom saving throw. After the target succeeds on three saving throws against this spell, the spell ends. The successes do not need to be sequential. When the creature makes an ability check, attack roll, or saving throw other than a saving throw against this spell, you can choose to treat the roll as being a 1 or 20 on the d20. When you do, the target is immediately granted one successful saving throw against this spell.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Seal of Sanctuary","description":"7th-Level Abjuration (Ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (incense and special inks worth 250 gp, which the spell consumes) Duration: 24 hours You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal. The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"abjuration (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Seal Of Sanctuary","description":"You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal. The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"Abjuration (angelic)","Expansion":5764,"Components":"V, S, M","Damage Type":"Radiant","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Seal Of Sanctuary","description":"You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 50 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a dangerous barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 10d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 50 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within the area. The seal has 50 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"Abjuration (Ritual; Angelic)","Components":"V S M","Damage Type":"Radiant","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Seal Red Portal","description":"You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Seance","description":"3rd-level necromancy Casting Time: 10 minutes Range: Self Components: V, S, M (a crystal ball, deck of tarot cards, or ouija board) Duration: 1 minute You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days. Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":26275,"Components":"V, S, M","Casting Time":"10 minute"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sear","description":"3rd-level evocation Casting time: 1 action Range: self (30-foot cone) Components: v, s Duration: instantaneous You exhale searing hot wind in a 30-foot cone. Each creature in the area must make a dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed away from you in a direction following the cone up to the edge of the cone. On a successful save, a creature takes half the damage and isn’t pushed. The wind disperses gas or vapor in the area, and it ignites flammable objects in the area that aren’t being worn or carried. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Searing Barricade","description":"Tier 2 fire summoning Casting Time: 1 action Base Favor Cost: 1 Range: 20 feet Components (Required): V, S Resonances: You are in a very dry or flammable location such as somewhere it has not rained for at least a week or inside of a wooden palace (1 bonus favor), it is sunrise, sunset, or noon (1 bonus favor) Duration: 1 minute Effects: You call forth a blazing wall of flame on a solid surface within range. You can make the wall up to 15 feet long, 10 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When a creature moves through the wall, it takes 1d8 fire damage. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, that creature takes 1d8 fire damage, or half as much damage on a successful save. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You whisper searing prayers that intensify the flames upon creation, increasing the damage that the wall deals when it appears by 1d8 per favor spent this way. 1+ favor: You increase the length or height of the wall by 5 feet for each favor spent this way. 1+ favor: You increase the range of the invocation by +10 feet per favor spent this way. 1+ favor: One creature of your choice within 30 feet per favor spent this way is unaffected by the wall, which parts harmlessly around it. 2 favor: For the invocation’s duration, you can move the wall up to 5 feet in any direction of your choice by spending a bonus action on your turn. 2 favor: One side of the wall, selected by you when you perform this invocation, deals 1d8 fire damage to each creature that ends its turn within 10 feet of that side or within the wall. A creature takes the same damage when it ends its turn there. The other side of the wall deals no damage. 3 favor: Creatures damaged by the wall suffer the blinded condition until the end of their next turn.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"fire summoning","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Searing Blood","description":"You cause the blood in a single creature of your choice that you can see within range to boil and heat. The creature must make a Constitution saving throw or take 1d6 fire damage. If the creature is reduced to 0 hit points before the start of your next turn, creatures within 5 feet of it must make a Dexterity saving throw or take 1d6 fire damage. This spell’s initial and secondary damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"transmutation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Searing Light","description":"Focusing divine power like a ray of the sun, you project a blast of light from your open palm. Make a ranged spell attack against the target. On a hit, the target takes 5d8 radiant damage. Creatures hit by this spell must succeed on a Constitution saving throw or become blinded until the end of their next turn. Undead and creatures with Light Sensitivity or Light Vulnerability make this save with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Searing Meditation","description":"You enter a meditative state that converts the pain of your wounds into flames that burn your enemies. While in this state, any time you regain hit points, you also deal fire damage equal to the amount of hit points you regain to all creatures within 5 feet of you.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Searing Smite","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Searing Smite","Save":"Constitution","Level":1,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Fire","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Searing Smite","description":"Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: 1 minute As you hit the target , it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw . On a failed save , the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Searing Smite","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Constitution","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Searing Smite","description":"Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Fire Damage, Constitution Save","Spell Attack":"Melee","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Searing Smite\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Searing Smite\\\",\\\"description\\\":\\\"Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike. As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. 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As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.","Level":1,"Casting Time":"Bonus Action","Duration":"1 minute","Range":"Self","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.","data-DurationNum":4,"Save":"Constitution","data-AttackType":"Spell Attack","Damage":"1d6","Damage Type":"Fire"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Searing Sun","description":"This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Transmutation (illumination)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"200 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Searing Sun","description":"4th-Level Transmutation Casting Time: 1 action Range: 200 feet Components: V, S, M (a magnifying lens) Duration: Concentration, up to 1 minute This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"200 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Secret Blind","description":"A 5-foot-radius immobile sphere springs into existence around you and remains stationary for the duration. You and up to four Medium or smaller creatures can occupy the sphere. If its area includes a larger creature or more than five creatures, each larger creature and excess creature is pushed to an unoccupied space outside of the sphere. Creatures and objects within the sphere when you cast this spell may move through it freely. All other creatures and objects are barred from passing through the sphere after it forms. Spells and other magical effects can’t extend through the sphere, with the exception of transmutation or conjuration spells and magical effects that allow you or the creatures inside the sphere to willingly leave it, such as the dimension door and teleport spells. The atmosphere inside the sphere is cool, dry, and filled with air, regardless of the conditions outside. Until the effect ends, you can command the interior to be dimly lit or dark. The sphere is opaque from the outside and covered in an illusion that makes it appear as the surrounding terrain, but it is transparent from the inside. Physical interaction with the illusion reveals it to be an illusion as the creature touches the cool, firm surface of the sphere. A creature that uses an action to examine the sphere can determine it is covered by an illusion with a successful Intelligence (Investigation) check against your spell save DC. The effect ends if you leave its area, or if the sphere is hit with the disintegration spell or a successful dispel magic spell.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Secret Chest","description":"You hide a chest, and all its contents, on the Ethereal Plane . You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.","properties":{"Category":"Spells","Name":"Secret Chest","Level":4,"Range":"Touch","School":"Conjuration","Target":"A chest and all its contents","Classes":"Artificer, Wizard","Duration":"Instantaneous","Material":"An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).<br />While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.<br />After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Secrets on the Wind","description":"Tier 2 a ir scrying Casting Time: 1 minute Base Favor Cost: 1 Components (Required): V, S Range: Self (10-foot sphere) Resonances: You are in a large city or other place of significant habitation (1 bonus favor), you are in a palace or other large estate (1 bonus favor), there are a large number of birds or insects roosting or flying in the area (2 bonus favor) Duration: 10 hours Effects: You call upon the air spirits to spy for you at your current location. For the duration of the invocation, you hear anything that transpires in the affected area as a whisper in your ear narrating the events and repeating anything that is said. This occurs even if you leave the area. Detecting your invocation requires an Intelligence (Arcana) or Intelligence (Religion) check with DC equal to your invocation save DC. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1+ favor: Increase the radius of the sphere by 5 feet per favor spent this way. 1+ favor: You increase the duration of the invocation by ten hours per favor spent this way. 1+ favor: You weave especially subtle charms into your invocation, increasing the DC to detect it by 3 per favor spent this way. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 reaction.”","properties":{"Category":"Spells","Level":2,"School":"air scrying","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Secure Chest","description":"This spell must be cast on a specially fabricated chest of excellent quality, made from rare hardwood such as darkwood, ironwood, teak, or black oak. The bandings, braces, clasps, and nails must be made of platinum or gold, and the chest is often set with precious stones or gilded with precious metals. The chest is typically about 3 feet long by 2 feet wide and 2 feet high. The chest is a unique piece of art, and worth at least 5,000 gp when finished (and serves as the material component for the spell). Once complete, the chest can be enchanted. The chest can hold 1 cubic foot of material per level of the caster, despite the physical dimensions of the actual chest. The inside is actually an extradimensional space, similar to a bag of holding . Although the chest can be normally locked, the contents can only be accessed by a special procedure set at the time of the casting. This procedure can be the use of a unique key, a password, or even a specific sound, such a few short notes from a specific instrument. Without using the specific procedure, the chest can be opened, but its contents remain safely hidden in the extradimensional space. If a living creature is placed in the chest, it must eat, breathe, and drink water normally.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Secure Structure","description":"You create a programmed pattern of spatial energy that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a building by dividing the area among them, as long as you can walk into each contiguous area while you are activating this power. When you activate this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Secure structure creates the following effects within the warded area. Doors. All doors and hatches in the warded area are locked, as if sealed by a magnetic seal power. In addition, you can cover up to ten doors with an illusory effect (equivalent to the illusory object function of the illusory point power) to make them appear as plain sections of wall. Electronics. Computer terminals and panels all have their information scrambled, preventing access to any informational data. Each use of any electronic terminal requires a successful Intelligence saving throw versus your esper power save DC. Passageways. Light bends and twists around every hallway or passage, distorting visibility and making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Stairs. The elevation of all stairs and ramps are distorted, making them difficult terrain. In addition, any creature attempting to move across them must make a Wisdom saving throw versus your esper power save DC or lose their movement for that turn. Transports. Lifts, moving ramps, or elevators are locked as if they were doors. In addition, if they are accessed, they have their controls rearranged. There is a 50 percent chance that the elevator moves in the opposite direction of the distance or number of floors intended. If the elevator reaches the top or bottom in this way, it simply stops moving when it reaches that level until accessed again. The whole warded area radiates cosmic energy. An unravel effect used on a specific effect, if successful, removes only that effect.","properties":{"Category":"Spells","Level":6,"School":"Metaphase","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Secure Zone","description":"You secure an area within range. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The power lasts for the duration or until you use an action to dismiss it. When you activate this power, you decide what sort of security the effect provides, choosing any or all of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including infravision and darkvision) through it. Electronic sensors or those created by esper powers can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by clairsentient powers. Nothing can teleport into or out of the warded area. Dimensional travel using devices or metaphase powers is blocked within the warded area. At Higher Ranks. When you use this power at rank 5 or higher, you can increase the size of the cube by 100 feet for each rank beyond the 4th. Thus, you could protect a cube that can be up to 200 feet on one side by activating the talent at rank 5.","properties":{"Category":"Spells","Level":4,"School":"Alteration","Expansion":27051,"Casting Time":"10 minutes","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Security Scanner","description":"You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the power would sense an area covered with pressure sensitive mines, a sensor grid, hidden weapon mounts, or those with affected by esper powers such as security trigger or programmed trigger. It would not reveal a natural weakness in the floor, faulty wiring, an unstable ceiling or platform, or a rusted railing. This power merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"See Beyond","description":"This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects. Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a geas spell, however, because geas needs only a visible target.","properties":{"Category":"Spells","Level":5,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"See Beyond","description":"5th-Level Divination Casting Time: 1 action Range: Touch Components: V, S, M (a transparent crystal) Duration: Concentration, up to 1 hour This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects. Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a geas spell, however, because geas needs only a visible target.","properties":{"Category":"Spells","Level":5,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"See Invisibility","description":"For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane . Ethereal creatures and objects appear ghostly and translucent.","properties":{"Category":"Spells","Name":"See Invisibility","Level":2,"Range":"Self","School":"Divination","Target":"Self","Classes":"Artificer, Bard, Sorcerer, Wizard","Duration":"1 hour","Material":"A pinch of talc and a small sprinkling of powdered silver","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":9,"data-description":"For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"See Invisibility","description":"2nd-Level Divination Casting Time : 1 action Rang e: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration : 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and o⁠bjects appear ghostly and translucent.","properties":{"Category":"Spells","Name":"See Invisibility","Level":2,"School":"Divination","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"See Invisibility","description":"Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","properties":{"Category":"Spells","School":"Divination","Name":"See Invisibility","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"See Invisibility","description":"Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"See Invisibility\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"See Invisibility\\\",\\\"description\\\":\\\"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of talc\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"See Invisibility","data-description":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","Level":2,"Casting Time":"Action","Duration":"1 hour","Range":"Self","Components":"V S M","Material":"a pinch of talc","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Seed of Destruction","description":"8th-Level Enchantment (Ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (five teeth from a still-living humanoid and a vial of the caster’s blood) Duration: 1 hour This spell impregnates a living creature with a rapidly gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature. During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw. When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature. At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability. The hydra disappears at the end of the spell’s duration, or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a dispel magic spell under the normal rules for dispelling high-level magic.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"enchantment (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Seed Of Destruction","description":"This spell impregnates a living creature with a rapidly gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a fiveheaded embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature. During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw. When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature. At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability. The hydra disappears at the end of the spell’s duration, or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a dispel magic spell under the normal rules for dispelling high-level magic.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Enchantment (mythos)","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Seeds of Death","description":"6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (three or more minotaur teeth and alchemical fertilizer worth 100 gp) Duration: Concentration, up to 10 minutes You throw three minotaur teeth on to the ground in front of you. At the start of your next turn, three minotaur skeletons erupt from the ground, fully formed. You can use a bonus action to shout commands at the minotaur skeletons if they are within 100 ft. of you. Your commands must be general orders, such as \"attack that enemy\" or \"guard this room.\" Once given an order, the minotaur skeletons will continue to follow it until the task is complete or until you issue another command. If the minotaur skeletons are given no commands, they will attack the nearest creature. When the spell ends, the minotaur skeletons dissolve into bone dust. At Higher Levels . When you cast this spell using a spell slot of 7th level or higher, you animate an extra minotaur skeleton for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Expansion":4963,"Components":"V S M","Casting Time":"1 action"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Seek the Stream","description":"Divination cantrip Casting Time: 1 action Range: Self Components: V, M (an empty waterskin) Duration: Concentration, up to 1 hour You sense the nearest source of running water (a stream, a brook, or a small river) within 10 miles of you. You also learn the direction and distance of this source of running water.","properties":{"Category":"Spells","Level":0,"School":"Divination","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Seeking Fire","description":"2nd-level divination Casting time: 1 action Range: self (15-foot radius) Components: v, s Duration: instantaneous A wave of seeking fire rolls out from you in a 15-foot radius. Each hostile creature in the area that is hidden or invisible and not behind total cover must make a dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is revealed, and can’t benefit from being invisible until the end of its next turn. On a successful save, a creature takes half the damage and isn’t revealed. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for every two slot levels above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"divination","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Seeming","description":"This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","properties":{"Category":"Spells","Name":"Seeming","Level":5,"Range":"30 feet","School":"Illusion","Target":"Any number of creatures that you can see within range","Classes":"Bard, Sorcerer, Wizard","Duration":"8 hours","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":12,"data-description":"This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br />The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.<br />The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br />A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Seeming","description":"5th-Level Illusion Casting Time : 1 action Rang e: 30 feet Components: V, S Duration : 8 hours This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","properties":{"Category":"Spells","Name":"Seeming","Level":5,"School":"Illusion","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Seeming","description":"Level 5 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw , and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets . The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target , but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","properties":{"Category":"Spells","School":"Illusion","Name":"Seeming","Level":5,"Casting Time":"Action","Components":"V S","Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Seeming","description":"Level 5 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Charisma Save","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Seeming\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Seeming\\\",\\\"description\\\":\\\"You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\\\\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\\\\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\\\\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Seeming Attack\",\"parent\":\"Seeming\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Seeming\\\",\\\"description\\\":\\\"An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onSucceed\\\":\\\"It is unaffected by this spell.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Seeming","data-description":"You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\nYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\nA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","Level":5,"Casting Time":"Action","Duration":"8 hours","Range":"30 feet","Components":"V S","data-CastNum":2,"data-DurationNum":12,"data-RangeNum":30,"Save":"Charisma"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Seeping Death","description":"Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early. Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":5494,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Seeping Death","description":"Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early. Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Seeping Death","description":"3rd-level necromancy Casting time: 1 action Range: touch Components: v, s Duration: 3 days Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects applies to it and can end the spell early. Seeping death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a constitution saving throw or its dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s dexterity to 0, the creature dies.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Seer's Reaction","description":"1st-level divination (bard, cleric, druid, ranger, sorcerer, wizard) Casting Time : 1 reaction, at the start of any other creature’s turn Range : Self Components : V, S Duration : Instantaneous Your foreknowledge allows you to act before others because you knew this was going to happen. When you cast this spell, reroll your Dexterity check for initiative with a +5 bonus. Your initiative equals the higher of the two results. If that number is higher than the current initiative number, take your turn immediately but switch to the higher number next round.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, at the start of any other creature's turn"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Seer's Reaction","description":"Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.","properties":{"Category":"Spells","Level":1,"School":"Divination (temporal)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take at the start of another creature's turn.","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Seer's Reaction","description":"1st-Level Divination Casting Time: 1 reaction, which you take at the start of another creature’s turn Range: Self Components: V, S Duration: Instantaneous Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take at the start of another creature’s turn","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Seethe","description":"Malefic word, abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a word of bitter resentment, and enmity becomes so strong in your soul that those who would strike you prick themselves on its barbs. You gain 1d4 temporary hit points. The number of temporary hit points increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Baleful Echo (1 vitality): Until the end of your next turn, whenever you are attacked, your attacker takes psychic damage equal to the amount of temporary hit points you lose because of the attack. Feedback: The resentment you feel towards others is magnified back upon you. You become vulnerable to bludgeoning, piercing, and slashing damage for 1 minute.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Seismic Shift","description":"4th-level evocation Casting time: 1 action Range: self (60-foot line) Components: v, s, m (a small piece of sandstone) Duration: instantaneous You disrupt the ground in a line 60 feet long and 10 feet wide extending from you in a direction you choose. You cause one of the following effects: Collapse. The ground crumbles in the line. Each creature in the line must make a dexterity saving throw. On a failed save, a creature is restrained as it sinks a few feet into the ground. On a successful save, a creature’s speed is reduced by 10 feet until the end of its next turn as its feet and legs are covered in thick layers of earth. A restrained creature can use its action to make a strength check against your spell save dc. If it succeeds, it is no longer restrained. Rupture. The ground bursts away from you along the line. Each creature in the line must make a strength saving throw. On a failure, a creature is pushed up to 60 feet away from you in a direction following the line and knocked prone. On a successful save, a creature is pushed half the distance and isn’t knocked prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Semblance of Dread","description":"Illusion Cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect. For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Semblance Of Dread","description":"You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect. For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Illusion (mythos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sending","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Unlimited Components: V, S, M (a short piece of fine copper wire) Duration : 1 round You send a short m⁠essage of twenty-five words or less to a creature with which you are familiar. The creature hears the m⁠essage in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your m⁠essage. You can send the m⁠essage across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the m⁠essage doesn’t arrive.","properties":{"Category":"Spells","Name":"Sending","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Unlimited"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sending","description":"3rd-Level Evocation Casting Time : 1 action Rang e: Unlimited Components: V, S, M (a short piece of fine copper wire) Duration : 1 round You send a short m⁠essage of twenty-five words or less to a creature with which you are familiar. The creature hears the m⁠essage in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your m⁠essage. You can send the m⁠essage across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the m⁠essage doesn’t arrive.","properties":{"Category":"Spells","Name":"Sending","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Unlimited"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sending","description":"You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence , but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.","properties":{"Category":"Spells","Name":"Sending","Level":3,"Range":"Unlimited","School":"Evocation","Target":"A creature with which you are familiar","Classes":"Bard, Cleric, Wizard","Duration":"1 round","Material":"A short piece of fine copper wire","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":3000000,"data-DurationNum":2,"data-description":"You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.<br />You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.","data-RangeAoe":"Unlimited"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sending","description":"Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","properties":{"Category":"Spells","School":"Divination","Name":"Sending","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sending","description":"Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Sending\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sending\\\",\\\"description\\\":\\\"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\\\\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\\\\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Unlimited\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a copper wire\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Sending","data-description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.\nUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","Level":3,"Casting Time":"Action","Duration":"Instantaneous","Range":"Unlimited","Components":"V S M","Material":"a copper wire","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sensitive Blade","description":"A non-magical weapon you touch becomes a magic weapon. For the duration of the spell, the weapon has a +1 bonus to attack rolls and glows when a favored enemy is within 500 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level, the bonus to attack rolls increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3. ","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Sensor Trigger","description":"You set a sensory trigger alarm against unwanted intrusion. Choose a door, a hatch, a window, or an area within range that is no larger than a 20-foot cube. Until the effect ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you activate this power, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your implant or device if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of an alarm siren for 10 seconds within 60 feet.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sensory Boost","description":"You provide a sensory upgrade to up to three creatures of your choice within range. Each creature gains a +2 bonus to attack rolls and saving throws before the end of the effect’s duration. At Higher Ranks. When you use this power at rank 2 or higher, you can target one additional creature for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sensory Deprivation","description":"7th-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute Choose one creature you can see within range to make a Constitution saving throw. If it fails, it is blinded, deafened, and loses its senses of smell, taste, and touch. While deprived of its senses this way, it automatically fails any Wisdom (Perception) check or any other ability check it makes that relies on using its senses. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it regains one sense of its choice or ends the blinded or deafened condition on itself. Once it regains one of its senses, it no longer automatically fails ability checks that rely on that sense. Once it regains each of its senses and ends each of the conditions caused by this spell, the spell ends. At Higher Levels. If you cast this spell at 9th level, the target has disadvantage on each Constitution saving throw it makes against this spell.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sensory Extension","description":"You create an invisible sensory area within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, down an alleyway, or in a warehouse of storage containers). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you use this power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.","properties":{"Category":"Spells","Level":3,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"5 miles"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sensory Jammer","description":"You create a sensory masking effect around a creature within range, making them difficult to pinpoint and attack. Until the effect ends, any creature who targets the affected creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This technique doesn’t protect the chosen creature from area effects, such as the crushing force of a gravity well. If the warded creature makes an attack or activates a power that affects an enemy creature, the technique’s effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Septic Shock","description":"Choose a creature you can see within range that doesn't have all its hit points. You infect the target's wounds with putrefying bacteria. The target must make a Constitution saving throw. If it has less than half its maximum hit points remaining, it makes the saving throw with disadvantage. On a failed save, the target takes 10d8 necrotic damage and gains 1 level of exhaustion. On a successful save, it takes half as much damage and does not gain any exhaustion levels.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Sequester","description":"By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.","properties":{"Category":"Spells","Name":"Sequester","Level":7,"Range":"Touch","School":"Transmutation","Target":"A willing creature or object","Classes":"Wizard","Duration":"Until dispelled","Material":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.<br />If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.<br />You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sequester","description":"7th-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes ) Duration : Until dispelled By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by d⁠ivination s⁠pells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.","properties":{"Category":"Spells","Name":"Sequester","Level":7,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sequester","description":"Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until dispelled With a touch, you magically sequester an object or a willing creature . For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature , it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target . Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage .","properties":{"Category":"Spells","School":"Transmutation","Name":"Sequester","Level":7,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sequester","description":"Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until dispelled With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Sequester\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sequester\\\",\\\"description\\\":\\\"With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\\\\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\\\\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include 'after 1,000 years' or 'when the tarrasque awakens.' This spell also ends if the target takes any damage.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"gem dust worth 5,000+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Sequester","data-description":"With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\nIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\nYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include 'after 1,000 years' or 'when the tarrasque awakens.' This spell also ends if the target takes any damage.","Level":7,"Casting Time":"Action","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"gem dust worth 5,000+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Serpent Arms","description":"You transform your hands into three serpents each for the duration. As long as you concentrate on this spell, you cannot perform somatic components for spells. You gain a melee bite attack that uses your spellcasting attack modifier and deals 1 piercing damage and 1d6 poison damage. When you take the Attack action, you can make up to six of these bite attacks.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Serpentine Summoning","description":"You summon eight giant poisonous snakes with venomous bite attacks, which appear in unoccupied spaces that you can see within range. Roll initiative for the snakes as a group. The snakes are friendly to you and your companions and will obey your simple commands. If no command is given by you, they will take no action but will defend themselves if necessary. If a creature is bitten by one of the snakes, they take poison damage and must attempt a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save or half as much damage on a successful one. On a failed save, the target also becomes poisoned for 1 minute. If a snake reaches 0 hit points, or at the end of the spell’s duration, it dissolves back into the ground.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 ft."},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Serrated Limbs","description":"2nd-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a thorn or serrated leaf) Duration: concentration, up to 1 minute A willing creature you touch grows a pair of plant limbs with serrated leaves for the duration. The limbs are natural weapons with the reach property, which the target can use to make unarmed strikes. If the target hits with a serrated limb, the limb deals slashing damage equal to 1d6 + your spellcasting ability modifier instead of the bludgeoning damage normal for an unarmed strike. Until the spell ends, the target can use a bonus action on each of its turns to make an unarmed strike with a serrated limb. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Servant of Doom","description":"4th-level transmutation Casting time: 1 bonus action Range: self Components: v Duration: concentration, up to 1 minute A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration. Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits: You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground. You gain truesight out to a range of 60 feet. Creatures have disadvantage on wisdom saving throws against your spells and abilities. You have advantage on intelligence- or wisdom-based attack rolls. Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits: You ignore difficult terrain for movement purposes. You can move through walls and other solid barriers if you succeed on a strength check you make just before moving up to the barrier. The dc equals 10 + twice the barrier’s thickness in feet. You have advantage on strength- or dexterity-based attack rolls. Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"transmutation","Components":"V","Damage Type":"slashing","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Servant Of Doom","description":"A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration. Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits: You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground. You gain truesight out to a range of 60 feet. Creatures have disadvantage on Wisdom saving throws against your spells and abilities. You have advantage on Intelligence- or Wisdom-based attack rolls. Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits: You ignore difficult terrain for movement purposes. You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier’s thickness in feet. You have advantage on Strength- or Dexterity-based attack rolls. Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (apocalypse)","Expansion":5764,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shackle","description":"Abjuration cantrip Casting time: 1 action Range: 30 feet Components: v, m (a chain link) Duration: 1 round You magically tether a large or smaller creature you can see within range to the ground. The target must succeed on a strength saving throw or be magically bound to a point of your choice within 5 feet of it until the start of your next turn. While magically bound, the target can’t move more than 5 feet away from that point. If the target is an undead, it has disadvantage on the saving throw and takes radiant damage equal to your spellcasting ability modifier.","properties":{"Category":"Spells","Save":"Strength","Level":0,"School":"abjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shackle","description":"1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a manacle’s link) Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard You point at a creature you can see within range, conjuring ethereal manacles that attempt to bind its limbs. The target must succeed on a Strength saving throw or, for the duration, its speed is halved, it has disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage . In addition, standing up from prone costs the creature twice as much movement as usual. A creature immune to being restrained automatically succeeds on its saving throw against this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Shackles of Pain","description":"You link the vitality of a willing creature within range—the source—to the psyche of another creature within range—the target. The target must succeed on a Charisma saving throw or become linked to the source for 1 minute . Each time the source takes damage, the target takes psychic damage equal to half the damage the source took. If you yourself are the source, the creature takes this damage immediately before you make a Constitution saving throw to maintain your concentration. Whenever the target takes damage in this way, it can repeat the saving throw, ending the effect on a success.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Shade","description":"You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Abjuration (dragon)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shade","description":"You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn't alleviate blindness that's already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don't apply while you're under the effect of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Abjuration (Dragon)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shade","description":"2nd-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shadow Adaptation","description":"Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.","properties":{"Category":"Spells","Level":2,"School":"abjuration (shadow)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Adaptation","description":"2nd-level abjuration Casting time: 1 action Range: self Components: v, s, m (a scrap of black cloth) Duration: 8 hours Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the plane of shadow. For the duration of this spell, you are immune to shadow corruption (see book of ebon tides) and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your strength score or hit point maximum, such as a shadow’s strength drain or the harm spell.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Armor","description":"You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when you are targeted by an attack but before the roll is made\n","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Armor","description":"You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.","properties":{"Category":"Spells","Level":1,"School":"Abjuration (Shadow)","Components":"V S","Casting Time":"1 reaction, which you take when you are targeted by an attack but before the roll is made"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Armor","description":"1st-level abjuration Casting time: 1 reaction, which you take when you are targeted by an attack but before the roll is made Range: self Components: v, s Duration: instantaneous You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you are targeted by an attack but before the roll is made"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Armor","description":"4th-level conjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You summon a shadow with the same hit points, damage resistances, damage immunities, damage vulnerabilities, and attacks described for the creature in the Monster Manual instantly merges with your own shadow. Only creatures with truesight are aware of the two merged shadows. Each time you are hit by an attack, the shadow takes damage instead of you. If you are hit by a melee attack, the shadow makes an attack of opportunity to the target. This shadow cannot take any actions. The shadow disappears when it is reduced to 0 hit points or the spell ends. You can dismiss the spell on your turn as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the shadow has 5 (1d8) additional hp for each slot level you use above 3rd.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shadow Armory","description":"9th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You weave threads of shadow around any number of willing creatures you can see within range. All other creatures within range must succeed on a Wisdom saving throw or become frightened for the duration of this spell. If a frightened creature ends its turn in a location in which it can’t see any of the chosen creatures, it can repeat the saving throw, ending the condition for itself on a success. Around each of the spell’s targets appears a suit of shadow armor, which the target wears over any clothing or armor it’s wearing. It counts as a suit of heavy armor with which the target is proficient, though it doesn’t have a Strength requirement or impose disadvantage on the target’s Dexterity (Stealth) checks. While a target wears the armor, its AC is 20 unless it was already higher, and while the wearer is in dim light or darkness, it makes Dexterity (Stealth) checks with advantage. Additionally, when you cast the spell, each target can choose to gain one of the following pieces of shadow equipment in one of its open hands (if it has one): Blade. The equipment counts as a simple melee weapon with which the target is proficient. It deals 4d8 psychic damage on a hit and has the finesse, light, and thrown (range 20/60) properties. In addition, when the wielder uses the sword to attack a target that is in dim light or darkness, it makes the attack roll with advantage. If the sword is dropped or thrown, it dissipates at the end of the turn. Thereafter, while the spell persists, the creature who received the sword can use a bonus action to cause the sword to reappear in its hand. Bow. The equipment counts as a simple ranged weapon with which the target is proficient. It deals 4d8 psychic damage on a hit and has the two-handed and ammunition (range 80/320) properties. When the target makes an attack with it, instead of needing to supply an arrow, an arrow is woven together from threads of shadow, which is then fired and dissipates immediately following the attack. In addition, when the wielder uses the bow to attack a target that is in dim light or darkness, the attack doesn’t reveal the wielder’s position to the target if the wielder is hidden from it. If the bow is dropped, it dissipates at the end of the turn. Thereafter, while the spell persists, the creature who received the bow can use an action to cause the bow to reappear in its hand.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"illusion","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadow Bite","description":"You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Illusion (Illumination)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Bite","description":"You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn. This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Illusion (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Bite","description":"Illusion cantrip Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn. This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"illusion","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Blade","description":"2nd-level Illusion Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.","properties":{"Category":"Spells","Level":2,"School":"Illusion","Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Shadow Blindness","description":"You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.","properties":{"Category":"Spells","Level":0,"School":"Illusion (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Blindness","description":"You make a melee spell attack; if it hits, the target's innate darkvision is negated for 1 round. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.","properties":{"Category":"Spells","Level":0,"School":"Illusion (Illumination)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Blindness","description":"Illusion cantrip Casting time: 1 action Range: touch Components: v, s Duration: 1 round You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all its other senses.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Bow","description":"3rd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a bow of solidified gloom in your hand. This magic bow lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the two-handed and ammunition (range 80/320) properties. When you make an attack with it, instead of needing to supply an arrow, you weave together threads of shadow into an arrow, which is then fired and dissipates immediately following the attack. In addition, when you use the bow to attack a target that is in dim light or darkness, the attack doesn’t reveal your position to the target if you’re hidden from it. If you drop the bow, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use an action to cause the bow to reappear in your hand. At Higher Levels. When you cast this spell using a 4th- or 5th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 6th- or 7th-level, the damage increases to 4d8. When you cast it using a spell slot of 8th level or higher, the damage increases to 5d8.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadow Cast","description":"You call forth an amorphous, 20-foot-sphere of black matter from the Plane of Shadow that you can direct toward any light source within range. You can cause this blob to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing all viewers within the spell’s radius to suffer disadvantage on all Wisdom (Perception) checks relying on sight. A creature can end the spell’s effect for themselves at the end of each of its turns with a successful Wisdom saving throw.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shadow Cloak","description":"","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Shadow Gateway","description":"By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute during the casting time, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely at the destination. The portal remains open for 1 minute or until you stop concentrating on the spell, and it can be used to travel between the Plane of Shadow and the chalk circle, in both directions, as many times as desired during the spell’s duration.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Gateway","description":"5th-level conjuration (ritual) Casting time: 10 minutes Range: 30 feet Components: v, s, m (a piece of black chalk) Duration: concentration, up to 1 minute By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute during the casting time, you open a portal directly into the plane of shadow. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely at the destination. The portal remains open for 1 minute or until you stop concentrating on the spell, and it can be used to travel between the plane of shadow and the chalk circle, in both directions, as many times as desired during the spell’s duration.","properties":{"Category":"Spells","Level":5,"School":"conjuration (ritual)","Components":"V, S, M ","Casting Time":"10 minutes","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Hands","description":"A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the fright. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Hands","description":"A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the frightened condition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Evocation (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Hands","description":"1st-level evocation Casting time: 1 action Range: self (10-foot cone) Components: v, s Duration: instantaneous A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful wisdom saving throw halves the damage and negates the frightened condition. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Knife","description":"Illusion cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, until dispelled You weave together threads of shadow to create a knife of solidified gloom in your hand. This magic knife lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d4 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you drop the knife, it dissipates and the spell immediately ends. If you throw the knife, it dissipates and the spell ends immediately following the attack. The knife’s damage die changes when you reach certain levels: to 1d6 at 5th level, and to 1d8 at 11th level. When you reach 17th level, the spell lasts until dispelled without requiring concentration.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadow Metamorphosis","description":"You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked. An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Metamorphosis","description":"6th-level transmutation Casting time: 1 action Range: touch Components: v, s Duration: concentration, up to 1 minute You touch a creature of huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked. An unwilling creature can make a constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on dexterity (stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Monsters","description":"You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Monsters","description":"Your spell targets up to 2 creatures within range. Each creature must make a Wisdom saving throw. If the saving throw fails, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. At Higher Levels. If shadow monsters is cast with a 5th-level or higher spell slot, one additional creature can be targeted for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Illusion (Shadow)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Monsters","description":"4th-level illusion Casting time: 1 action Range: 120 feet Components: v, s, m (a doll) Duration: concentration, up to 1 minute You choose up to two creatures within range. Each creature must make a wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"illusion","Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Mote","description":"You create a small sphere of shadow-essence that you can hurl as a ranged spell attack at one target. On a hit, the sphere causes the target to see distracting movement out of the corner of their eye. This can have two possible effects; you decide which when the attack hits. Distracting Shadows. The target sees movement amongst the shadows, making it harder to focus on any one thing. Until the end of its next turn, the target makes attacks with disadvantage, and it cannot maintain concentration. Threatening Shadows. The target sees threats that are not there, which lowers their defenses against threats that are. The next weapon attack against the target is made with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot above 1st. You must make a ranged spell attack for each target.","properties":{"Category":"Spells","Level":1,"School":"illusion","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shadow of Doubt","description":"You assault the mind of a single creature within range, causing it to temporarily forget its techniques and spells. The target must make a Wisdom saving throw. On a failure, the creature is considered not to have any spells prepared and cannot use class features, traits, or abilities that have the recharge feature. At the end of each of its turns, the affected creature can make a Wisdom saving throw. If it succeeds, this effect ends for that target.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Shadow of Moil","description":"4th-Level Necromancy Casting Time : 1 action Rang e: Self Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp) Duration : Concentration, up to 1 minute Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Shadow Passenger","description":"4th-level transmutation Casting time: 1 action Range: touch Components: s, m (a vial of black ink) Duration: 8 hours You step into a shadow you can see within range, melding yourself and all the equipment you carry with the shadow for the duration. Using your movement, you step into the shadow at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses except truesight. You can perceive the surroundings around the shadow out to a radius of 10 feet, but you have disadvantage on wisdom (perception) checks. If the shadow moves, you move with it. You remain aware of the passage of time and can cast spells on yourself while merged with the shadow. You can use your movement to leave the shadow, exiting into an unoccupied space within 5 feet of the shadow and ending the spell. You otherwise can’t move. If the shadow is destroyed, such as from a source of bright light, the spell ends, you are expelled, emerging prone in an unoccupied space within 5 feet of where the shadow was located, and take 6d6 radiant damage. If you willingly exit the shadow, you have advantage on the first attack roll you make before the start of your next turn, and if you hit a creature with that attack, the attack deals an extra 3d8 necrotic damage to the target.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"S, M ","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Portal","description":"You create a door in the nearest wall, cliff, tree, or similar structure. It is immediately bound to a similar door up to 200 feet away. The near door must be a place within 10 feet that you can see while the distant door can be one that you can visualize or that you can describe by stating distance and direction, such as 100 feet straight down or 50 feet to the northwest and upward at a 45-degree angle. Once the door is conjured, you can take actions normally to open and pass through the near portal, which immediately teleports you to the distant portal. Other creatures may do the same while the spell remains. The spell ends after the duration or when someone closes the distant portal's door as a bonus action. At Higher Levels. If cast at 5th level, this spell can open the door to a shadow road. This may require additional somatic or material components specific to that road, and lacking those, the spell fails and is wasted.","properties":{"Category":"Spells","Level":3,"School":"conjuration (liminal, shadow)","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Portal","description":"3rd-level conjuration Casting time: 1 action Range: 200 feet Components: v, m (a silver door latch worth at least 50 gp, which the spell consumes) Duration: 1 minute You create a door in the nearest wall, cliff, tree, or similar structure. It is immediately bound to a similar door up to 200 feet away. The near door must be a place within 10 feet that you can see while the distant door can be one that you can visualize or that you can describe by stating distance and direction, such as 100 feet straight down or 50 feet to the northwest and upward at a 45-degree angle. Until the spell ends, any creature can take actions normally to open and pass through the near portal, which immediately teleports it to the distant portal. The spell ends after the duration or when a creature uses a bonus action to close the distant portal’s door.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, M ","Casting Time":"1 action","data-RangeAoe":"200 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Puppets","description":"You are able to animate the shadow of a creature within range, causing it to attack the creature who cast it. Make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"Illusion (Shadow)","Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Puppets","description":"You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"Illusion (shadow)","Expansion":5764,"Components":"V, S, M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Puppets","description":"2nd-level illusion Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of powdered lead) Duration: concentration, up to 1 minute You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful intelligence saving throw or be incapacitated until the start of your next turn. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"illusion","Components":"V, S, M ","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Raising","description":"You rip your shadow from your body and cast it into the body of a deceased creature in range that has not been dead for more than 5 minutes. The creature is animated by your shadow as a macabre puppet with the deceased being’s full set of actions, abilities, feats and spells remaining when the creature died. The animated creature has half your hit points upon casting this spell, which also are the puppet’s maximum hit points, and it takes its turn directly after your turn. You must use a reaction in order for the shadow puppet to use a reaction. Since the animated puppet is powered in equal parts by fading life energy as well as your shadow, shadow raising only works for brief periods of time After a total of 20 minutes, the corpse collapses and your shadow reassembles and returns to you. If the shadow puppet is destroyed, you lose your shadow until you complete a short rest.","properties":{"Category":"Spells","Level":8,"School":"necromancy","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shadow Realm Gateway","description":"By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (Ritual; Shadow)","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Shackles","description":"Your magic-infused shadow confines the target in shackles. The creature must make a Dexterity saving throw. On a failed save, your shadow anchors the target to the spot, reducing its speed to 0. While held in place by the shackles, the target takes 3d6 cold damage at the start of each of its turns. Shadow shackles have an AC of 18, a damage threshold of 10 and 20 hit points. If the shackles are destroyed, the spell ends, and you lose your shadow until you complete a short rest.","properties":{"Category":"Spells","Level":7,"School":"conjuration","Expansion":5818,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shadow Shield","description":"2nd-level abjuration Casting time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: self Components: v, s Duration: 1 round A misty black barrier of magical force appears and protects you. Until the start of your next turn, you have a +8 bonus to ac, including against the triggering attack, and you are immune to force and radiant damage.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Shunt","description":"2nd-level conjuration Casting time: 1 reaction, which you take when you are targeted by an attack or when you are in the area of a spell that deals damage Range: self Components: v Duration: instantaneous You enter the plane of shadow just as danger approaches. You vanish from your current plane of existence and appear in the plane of shadow until the start of your next turn, avoiding the triggering attack or spell. While on the plane of shadow, you are paralyzed, but you can see and hear the plane you originated from, which appears in shades of gray. At the start of your next turn, you reappear in the space you previously occupied or in the nearest unoccupied space.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 reaction, which you take when you are targeted by an attack or when you are in the area of a spell that deals damage","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Step","description":"You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while prone. Moving in this manner does not draw opportunity attacks.","properties":{"Category":"Spells","Level":4,"School":"Conjuration (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Step","description":"4th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while prone. Moving in this manner does not draw opportunity attacks.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Tendrils","description":"Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained. A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you. The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.","properties":{"Category":"Spells","Level":3,"School":"Necromancy (shadow)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Tendrils","description":"3rd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a dexterity saving throw or be restrained. A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a dexterity check against your spell save dc to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you. The tendrils have ac 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow Tree","description":"This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall. When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can’t grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, which gives the creature half cover.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Shadow Tree","description":"This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall. When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can’t grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, which gives the creature half cover.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shadow Trove","description":"You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects through the portal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (Ritual; Illumination)","Components":"V S M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadow Trove","description":"You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (shadow)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadow Trove","description":"3rd-level transmutation (ritual) Casting time: 1 minute Range: 5 feet Components: v, s, m (ink made from the blood of a raven) Duration: 1 hour You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into or out of the portal. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadow's Brand","description":"You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the remove curse spell. While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Expansion":16,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Shadow's Brand","description":"You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the remove curse spell. While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shadow's Echo","description":"You mirror a creature with its shadowy reflection. If the creature cast a spell that is at least 2 levels lower than the level of this spell, you also cast that spell as part of your reaction, without expending an additional spell slot for that spell. The spell you cast uses your own spellcasting ability, and if the spell deals damage, it deals psychic damage instead of its usual damage types. As part of your reaction when you cast this spell, you learn what level the target spell is. If the level of the spell slot you expended is too low to copy that spell, you regain the spell slot you expended. When this happens, you can choose to either expend a higher-level spell slot to copy the spell, or choose to abort this spell. In either case, your reaction is spent. For example, if the other creature casts a 5th-level spell, you can regain your 3rd-level spell slot and instead expend a 7th-level spell slot to copy that spell.","properties":{"Category":"Spells","Level":3,"School":"illusion","Expansion":21558,"Components":"V, S","Casting Time":"1 reaction, which you take after you see a creature within 60 feet of you finish casting a spell with a casting time of 1 action and a duration of Instantaneous","data-RangeAoe":"60 feet"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Shadowcraft Conjuration","description":"You can conjure any creature through potent illusions that are partly material. You summon illusory creatures made of shadow material that take form and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One creature of challenge rating 2 or lower Two creatures of challenge rating 1 or lower Four creatures of challenge rating 1/2 or lower Eight creatures of challenge rating 1/4 or lower. Each shadow creature retains its type, and disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures’ statistics. When a shadow creature attacks or interacts with a target, the target must succeed on a Wisdom saving throw to disbelieve the illusion. On a failed save, the shadow creature deals full damage. On a success, the shadow creature only deals half damage and has half of its total hit points for the rest of the spell’s duration.","properties":{"Category":"Spells","Level":4,"School":"illusion","Expansion":17604,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Shadowcraft Evocation","description":"You unleash bursts of magical energy through potent illusions that are partly material. You can choose to emulate any evocation spell of 3rd-level or lower that deals damage and has a casting time of 1 action by casting this spell. Before the regular effects of the replicated spell are determined, the target must first succeed on a Wisdom saving throw to disbelieve the illusion. On a failed save, the spell deals full damage. On a success, the spell only deals half damage. The damage type of the spell is determined by the spell being replicated.","properties":{"Category":"Spells","Level":4,"School":"illusion","Expansion":17604,"Components":"V,S","Casting Time":"1 acion","data-RangeAoe":"120 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Shadowmail","description":"6th-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a suit of armor made of solidified gloom around yourself, wearing it above any other clothing or armor you’re wearing. This magic armor lasts until the spell ends. It counts as a suit of heavy armor with which you are proficient, though it doesn’t have a Strength requirement or impose disadvantage on your Dexterity (Stealth) checks. While you wear the armor, your AC is 19 unless it was already higher, and while you’re in dim light or darkness, you make Dexterity (Stealth) checks with advantage. As a bonus action on your turn while you wear the armor, you can have the armor create a burst of terror in a 20-foot radius sphere around you. Each of your enemies within the sphere must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn. If a creature succeeded on a Wisdom saving throw against this spell within the last 24 hours, it has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the AC granted by the armor increases by 2 and the radius of its burst of terror increases by 10 feet.","properties":{"Category":"Spells","Level":6,"School":"illusion","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadows Brought to Light","description":"2nd-level divination (ritual) Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous If a creature you designate within range fails a charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (gm’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language. If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded. If the secret was spoken aloud, the target takes a –2 penalty to charisma checks involving anyone who was present when it was revealed. This penalty lasts until the target finishes a long rest. Ritual focus. If you expend your ritual focus, the target has disadvantage on charisma checks instead of taking the –2 penalty.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shadows Brought To Light","description":"If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language. If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded. If the secret was spoken aloud, the target takes a 2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest. Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the 2 penalty.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Divination (elven ritual)","Expansion":5764,"Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadows Brought To Light","description":"If the target fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM's choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is only whispered to you. The shadow speaks Common, unless the target does not speak Common, in which case it speaks in the target's native language. If the target creature does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature's saving throw had succeeded. If the secret was spoken aloud, the target takes a −2 penalty to Charisma checks with anyone who was present when it was revealed, for the remainder of the day, in addition to any information you obtain or any scandal it provokes. Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of the −2 penalty, and the target’s status score is reduced by 1 for the remainder of the day (see the Midgard Campaign Setting for status rules). At the end of the day, the target makes a Charisma saving throw against your spell save DC. If this saving throw fails, rumors of the target's indiscretion become widespread and the loss of status is permanent.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Divination (Ritual; High Elven)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadowslip","description":"A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand shapechange . Perks of being an archmage. You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity (Stealth) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times. While shadowslipping, you can’t speak aloud or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces. You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there’s not enough room for your normal form to appear, you take 1d10 force damage, and are shunted to the nearest available space. If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don’t regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Shadowy Retribution","description":"You fill a silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your curse is invoked; blood pours from your mouth and steams away into a red mist that transforms into a shadow. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th. Ritual Focus. If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (Ritual; High Elven)","Components":"V S M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shadowy Retribution","description":"You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th. Ritual Focus. If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.","properties":{"Category":"Spells","Level":4,"School":"Necromancy (elven ritual)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"10 minutes","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shadowy Retribution","description":"4th-level necromancy (ritual) Casting time: 10 minutes Range: self Components: v, s, m (a small silver cup filled with the caster’s blood) Duration: 12 hours You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing. Ritual focus. If you expend your ritual focus, the spell summons a specter instead of a shadow.","properties":{"Category":"Spells","Level":4,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shady Palm","description":"1st-level conjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a palm frond which the spell consumes) Duration: 8 hours You touch a willing creature. A shadowy palm tree appears just behind it and magical pool of shade, 5-feet in radius. Creatures in this area are not affected by high temperature's effects. The palm moves with the target.","properties":{"Category":"Spells","Level":1,"School":"Conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shamal's Grasp ","description":"2nd-level conjuration Casting time: 1 action Range: 90 feet Components: v, s Duration: concentration, up to 1 minute You create a blast of wind and debris that buffets a creature you can see within range. The target must make a strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is buffeted by wind for the duration. On a successful save, the target takes half the damage and isn’t buffeted by wind. Until the spell ends, you can use a bonus action on each of your subsequent turns to increase the intensity of the winds buffeting the target. Choose a direction. The target takes 1d8 bludgeoning damage, and it must spend 2 feet of movement for every 1 foot it moves in that direction. At the end of each of its turns, the target can make another strength saving throw. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shape Plants","description":"4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous; Special, see text You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the plant is a bramble or capable of growing thorns, you may turn the affected area into difficult terrain, causing 2d4 points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape. After one hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new form. Different plants have different feelings and attitudes, and if the form is too different from its natural shape it is likely to decline. If the plant accepts, at the GM’s discretion, it will retain the form you have sculpted it into, in which case the effect becomes permanent. At Higher Levels. When you cast this spell using a spell slot above 4th level, the size of the cube of plant life you can affect with the spell increases by an additional 5 feet for every slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Shape Water","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: S Duration : Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your discretion. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Shape Water","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: S Duration : Instantaneous or 1 hour You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"Transmutation","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Shape Water","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 3 0 feet Components: S Duration : Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Shape Water","description":"Transmutation cantrip Casting Time : 1 action Rang e: 30 feet Com ponents: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your discretion. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Shapechange","description":"9th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) Duration : Concentration, up to 1 hour You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game s⁠tatistics are replaced by the s⁠tatistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn e⁠quipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of e⁠quipment, based on the creature’s shape and size. Your e⁠quipment doesn’t change shape or size to match the new form, and any e⁠quipment that the new form can’t wear must either fall to the ground or merge into your new form. E⁠quipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more h⁠it points than your current one, your h⁠it points remain at their current value.","properties":{"Category":"Spells","Name":"Shapechange","Level":9,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shapechange","description":"You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead , and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious . You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision ) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size . Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit points than your current one, your hit points remain at their current value.","properties":{"Category":"Spells","Name":"Shapechange","Level":9,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Druid, Wizard","Duration":"Up to 1 hour","Material":"A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":8,"data-description":"You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.<br />Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.<br />You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.<br />When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.<br />During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shapechange","description":"Level 9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating . You must have seen the sort of creature before, and it can’t be a Construct or an Undead . When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type ; alignment ; personality; Intelligence , Wisdom , and Charisma scores ; Hit Points ; Hit Point Dice ; proficiencies ; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.","properties":{"Category":"Spells","School":"Transmutation","Name":"Shapechange","Level":9,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shapechange","description":"Level 9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":9,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Shapechange\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Shapechange\\\",\\\"description\\\":\\\"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\\\\nWhen you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.\\\\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\\\\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a jade circlet worth 1,500+ GP\\\"}}\"},{\"name\":\"Shapechange Condition\",\"parent\":\"Shapechange\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Shapechange\\\",\\\"description\\\":\\\"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form.\\\"}\"},{\"name\":\"Shapechange Action\",\"parent\":\"Shapechange Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Shapechange\\\",\\\"description\\\":\\\"You take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Shapechange","data-description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\nWhen you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","Level":9,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Self","Components":"V S M","Material":"a jade circlet worth 1,500+ GP","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shapechanger-Bane Weapon","description":"1st-level transmutation Casting time: 1 bonus action Range: touch Components: v, s Duration: concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls against shapechangers. You can use a bonus action and reduce the duration by 10 minutes to have advantage on attack rolls with the weapon against shapechangers until the start of your next turn. For the purpose of this spell, “shapechanger” refers to any creature with the change shape bonus action or the shapechanger trait or any creature that isn’t in its true form, such as from the polymorph spell.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shapeshift","description":"You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be an automaton, construct or a netherant, and you must have seen this sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Channeling or Forging trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear or use a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this power’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.","properties":{"Category":"Spells","Level":9,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shared Frenzy","description":"You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell’s targets.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shared Nightmare","description":"4th-level conjuration Casting time: 1 action Range: 60 feet Components: v, s, m (a pinch of powdered onyx) Duration: concentration, up to 1 minute You cause the minds of up to three creatures you can see within range to share a nightmarish vision. Each target must make a wisdom saving throw. On a failed save, a target takes 3d6 psychic damage and is haunted by the nightmare for the duration. On a successful save, a target takes half the damage and isn’t haunted. Until the spell ends, a creature haunted by the nightmare takes 1d6 psychic damage at the start of each of its turns for each other creature haunted by this spell’s nightmare. A haunted creature can make another wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target. At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"conjuration","Components":"V, S, M ","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shared Sacrifice","description":"You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.","properties":{"Category":"Spells","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shared Sacrifice","description":"You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can't be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell's duration expires.","properties":{"Category":"Spells","Level":2,"School":"Evocation (Battle)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shared Sacrifice","description":"2nd-Level Evocation Casting Time: 1 minute Range: 60 feet Components: V, S Duration: 1 hour You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated Hit Points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of Hit Points can heal another creature by touching it and drawing Hit Points from the pool into the injured creature. The injured creature heals a number of Hit Points equal to your spellcasting ability modifier, and the Hit Points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shared Vision","description":"You can share a memory with up to four willing creatures within range. The memory can be no more than 30 days old and cannot last for more than 1 minute. For the duration, targets of this power experience the memory as viewed through your eyes and in your body. They can experience sights, sounds, and smells clearly, though tactile senses such as touch and taste are muted. While this power remains in effect, if the memory can be applied toward a Wisdom (Perception) check dealing with sight, smell, or sound, each target including you, gains advantage to that roll. Once the effect ends, you can’t use your shared vision power on the same targets again for another 24 hours. Those targets, however can still be targeted by a shared vision power activated by a different creature.","properties":{"Category":"Spells","Level":1,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sharp Rain","description":"A deluge of sharp rain falls from the air in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. Creatures that are Large or larger make this save with disadvantage if the creature is completely within the spell’s area. A creature takes 3d12 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Shatter","description":"A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Shatter","Save":"Constitution","Level":2,"Range":"60 feet","Damage":"3d8","School":"Evocation","Target":"A point of your choice within range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Instantaneous","Material":"A chip of mica","data-List":"false","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","Higher Spell Slot Dice":1,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shatter","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a chip of mica) Duration : Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, c⁠rystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Shatter","Save":"Constitution","Level":2,"School":"Evocation","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shatter","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a chip of mica) Duration : Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, c⁠rystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Name":"Shatter","Save":"Constitution","Level":2,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shatter","description":"2nd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shatter","description":"Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw , taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save . A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Shatter","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Thunder","data-RangeAoe":"60 ft (10 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shatter","description":"Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Using a Higher-Level Spell Slot. 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One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the effect ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this current activation of shattersense . Scare. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sicken. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. Sleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Creatures that do not sleep normally automatically resist this effect.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sheen of Ice","description":"2nd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (water within a glass globe) Duration: 1 minute A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sheen Of Ice","description":"A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shield","description":"1st-Level Abjuration Casting Time : 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Rang e: Self Components: V, S Duration : 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile .","properties":{"Category":"Spells","Name":"Shield","Level":1,"School":"Abjuration","Components":"V S","Casting Time":"1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shield","description":"An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile .","properties":{"Category":"Spells","Name":"Shield","Level":1,"Range":"Self","School":"Abjuration","Target":"Self","Classes":"Sorcerer, Wizard","Duration":"1 round","data-List":"false","Components":"V S","Casting Time":"1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell","data-CastNum":1,"data-RangeNum":-8,"data-DurationNum":21,"data-description":"An invisible barrier of magical force appears and protects you. 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Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile .","properties":{"Category":"Spells","Name":"Shield","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S","Casting Time":"1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shield","description":"1st-Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you are hit by an attack, or targeted by the magic missile spell"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shield","description":"Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. 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An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","Level":1,"Casting Time":"Reaction","Duration":"1 round","Range":"Self","Components":"V S","data-CastNum":1,"data-DurationNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield of Ephemera","description":"4th-level abjuration Casting time: 1 action Range: self Components: v, s Duration: 1 round Dream-like, indistinct patterns and shapes surround you. Until the start of your next turn, you become invisible, and you are immune to nonmagical bludgeoning, piercing, and slashing damage. At the start of your next turn, any creature that saw you in the past minute but that can’t see you now forgets it saw you for the next 24 hours, its mind filling gaps in details or dismissing any memory of you as a dream. This effect ends early if the creature sees you within that time frame.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shield of Faith","description":"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","Name":"Shield of Faith","Level":1,"Range":"60 feet","School":"Abjuration","Target":"A creature of your choice within range","Classes":"Cleric, Paladin","Duration":"Up to 10 minutes","Material":"A small parchment with a bit of holy text written on it","Components":"V S M","Casting Time":"1 bonus action","data-CastNum":0,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield of Faith","description":"1st-Level Abjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration : Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","Name":"Shield of Faith","Level":1,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shield of Faith","description":"1st-Level Abjuration Casting Time : 1 bonus action Rang e: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration : Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","Name":"Shield of Faith","Level":1,"School":"Abjuration","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shield of Faith","description":"1st-Level Abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shield of Faith","description":"Level 1 Abjuration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","School":"Abjuration","Name":"Shield of Faith","Level":1,"Casting Time":"Bonus Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shield of Faith","description":"Level 1 Abjuration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Shield of Faith\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Shield of Faith\\\",\\\"description\\\":\\\"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a prayer scroll\\\"}}\"},{\"name\":\"Shield of Faith Condition\",\"parent\":\"Shield of Faith\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Shield of Faith\\\",\\\"description\\\":\\\"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.\\\"}\"},{\"name\":\"Shield of Faith AC Bonus\",\"parent\":\"Shield of Faith Condition\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Shield of Faith","data-description":"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","Level":1,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S M","Material":"a prayer scroll","data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield of Fury","description":"Shield of Fury 3rd-level conjuration Casting Time: 1 reaction, which you take when you or a nearby companion are hit by an attack Range: 10 feet Components: V, S Duration: Instantaneous As an attack strikes you or a companion within range, you lash out and conjure a shield formed from a material of your choice. This material hardens impossibly over the target, absorbing all of the damage they would have taken. However so great is the force of the shield’s arrival that the target must make a DC 13 Strength saving throw or be knocked prone. The material used has no bearing on the spell’s effect but should reflect your personality. It vanishes after absorbing the damage.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you or a nearby companion are hit by an attack","data-RangeAoe":"10 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Shield Of Star And Shadow","description":"You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (Illumination)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shield of Starlight","description":"3rd-Level Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a star chart) Duration: 10 minutes You wrap yourself in a protective shroud of the night sky made from swirling shadows and punctuated by twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (your choice when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.","properties":{"Category":"Spells","Level":3,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shield Of Starlight","description":"You wrap yourself in a protective shroud of the night sky made from swirling shadows and punctuated by twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (your choice when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (illumination)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shielding Cube","description":"You cause a small cube of force to strike out at a single creature within range and then provide defense for that creature’s enemies. The target must make a Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one. Additionally, any creature the target makes an attack roll against before the start of your next turn gains a +2 bonus to AC for the attack. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"abjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Shielding Word","description":"With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5 , for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Expansion":23695,"Components":"V","Casting Time":"1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Shifting Sand Form","description":"3rd-level transmutation Casting time: 1 action Range: self Components: v Duration: concentration, up to 1 minute Your body takes on the consistency of sand for the duration. Until the spell ends, each time you take damage, the damage is reduced by 1d6. If you use your reaction when you take damage, the damage is reduced by 2d6 instead. At higher levels. If you cast this spell using a spell slot of 5th level or higher, the damage is reduced by an additional 1d6 for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shifting the Odds","description":"2nd-Level Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shifting The Odds","description":"By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.","properties":{"Category":"Spells","Level":2,"School":"Divination (Chaos)","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Shifting The Odds","description":"By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.","properties":{"Category":"Spells","Level":2,"School":"Divination (chaos)","Expansion":5764,"Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shillelagh","description":"The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Name":"Shillelagh","Level":0,"Range":"Touch","School":"Transmutation","Target":"The wood of a club or quarterstaff you are holding","Classes":"Druid","Duration":"1 minute","Material":"Mistletoe, a shamrock leaf, and a club or quarterstaff","data-List":"false","Components":"V S M","Casting Time":"1 bonus action","data-CastNum":0,"data-RangeNum":5280,"data-DurationNum":4,"data-description":"The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shillelagh","description":"Transmutation Cantrip Casting Time : 1 bonus action Rang e: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration : 1 minute The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.","properties":{"Category":"Spells","Name":"Shillelagh","Level":0,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shillelagh","description":"Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).","properties":{"Category":"Spells","School":"Transmutation","Name":"Shillelagh","Level":0,"Casting Time":"Bonus Action","Components":"V S M","Damage Type":"Bludgeoning or Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shillelagh","description":"Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"Melee","filter-Level":"Cantrip","filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Shillelagh\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Shillelagh\\\",\\\"description\\\":\\\"A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\\\\nThe spell ends early if you cast it again or if you let go of the weapon.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"cantripScale\\\":\\\"Dice\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"mistletoe\\\"}}\"},{\"name\":\"Shillelagh Condition\",\"parent\":\"Shillelagh\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Shillelagh\\\",\\\"description\\\":\\\"A Club or Quarterstaff you are holding is imbued with nature's power.\\\"}\"},{\"name\":\"Shillelagh Attack\",\"parent\":\"Shillelagh\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shillelagh\\\",\\\"description\\\":\\\"For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Shillelagh Damage\",\"parent\":\"Shillelagh Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Bludgeoning or Force\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Shillelagh Damage Upcast 5\",\"parent\":\"Shillelagh Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.diceSize\\\",\\\"value\\\":\\\"d10\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Shillelagh Damage Upcast 11\",\"parent\":\"Shillelagh Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.diceSize\\\",\\\"value\\\":\\\"d12\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Shillelagh Damage Dice Size Upcast 17\",\"parent\":\"Shillelagh Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceSize\\\",\\\"value\\\":\\\"d6\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Shillelagh Damage Dice Amount Upcast 17\",\"parent\":\"Shillelagh Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Bonus Action","filter-Concentration":"No","Name":"Shillelagh","data-description":"A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\nThe spell ends early if you cast it again or if you let go of the weapon.","Level":0,"Casting Time":"Bonus Action","Duration":"1 minute","Range":"Self","Components":"V S M","Material":"mistletoe","Higher Spell Slot Desc":"Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).","data-DurationNum":4,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Bludgeoning or Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shining Light","description":"You cause a single creature within range to have a halo of light appear above its head. The target creature must make a Dexterity saving throw. On a failure, a light appears above the creature’s head that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The target creature has disadvantage on Wisdom (Perception) checks for the spell’s duration. The light can be colored as you like. The spell ends if you cast it again or dismiss it as an action.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Shining Smite","description":"Level 2 Transmutation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage , and it can’t benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Name":"Shining Smite","Level":2,"Casting Time":"Bonus Action","Components":"V","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shining Smite","description":"Level 2 Transmutation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Radiant Damage, Debuff","Spell Attack":"Melee","filter-Level":2,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Shining Smite\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Shining Smite\\\",\\\"description\\\":\\\"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike. The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Shining Smite Condition\",\"parent\":\"Shining Smite\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Shining Smite\\\",\\\"description\\\":\\\"Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.\\\"}\"},{\"name\":\"Shining Smite Free Attack\",\"parent\":\"Shining Smite\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shining Smite\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Shining Smite Free Damage\",\"parent\":\"Shining Smite Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shining Smite Free Damage Upcast\",\"parent\":\"Shining Smite Free Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Shining Smite","data-description":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike. The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.","Level":2,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.","Damage":"2d6","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shiver","description":"You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours. The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Damage Type":"Hit Points of Creatures","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shiver","description":"Evocation Cantrip Casting Time: 1 action Range: 30 ft. Components: V, S, M (humanoid tooth) Duration: 1 round You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum Hit Points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours. The maximum Hit Points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shiver","description":"You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has suffered the effects of this spell, it is immune to the effects of this spell for 24 hours. The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Shocking Grasp","description":"Evocation Cantrip Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell a⁠ttack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Shocking Grasp","Level":0,"School":"Evocation","Components":"V S","Damage Type":"Lightning","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shocking Grasp","description":"Evocation Cantrip Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell a⁠ttack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Shocking Grasp","Level":0,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shocking Grasp","description":"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Name":"Shocking Grasp","Level":0,"Range":"Touch","Damage":"1d8","School":"Evocation","Target":"A creature you try to touch","Classes":"Artificer, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Lightning","Casting Time":"1 action","Spell Attack":"Melee","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.","data-Cantrip Scaling":"dice","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shocking Grasp","description":"Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shocking Grasp","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target . On a hit, the target takes 1d8 Lightning damage , and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Name":"Shocking Grasp","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Lightning"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shocking Grasp","description":"Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Lightning Damage","Spell Attack":"Melee","filter-Level":"Cantrip","filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Shocking Grasp\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Shocking Grasp\\\",\\\"description\\\":\\\"Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. 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Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-CastNum":2,"data-DurationNum":0,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Lightning"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shocking Shroud","description":"Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it. In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Shocking Shroud","description":"4th-Level Evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur and a bead of amber, crystal, or glass) Duration: 10 minutes Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it. In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shocking Volley","description":"You draw back and release an imaginary bowstring while aiming at a point you can see within range. Bolts of arrow-shaped lightning shoot from the imaginary bow, and each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shockwave","description":"2nd-Order Telekinesis Power Manifestation Time: 1 bonus action R ange: Self Duration: Instantaneous Creature s: Goxomoc You unleash a psionic shock wave. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed up to 10 feet directly away from you.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Telekinesis","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shoulder Cannon","description":"5th-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (scrap metal and wiring worth at least 100 gp, which the spell consumes) Duration: Concentration, up to 1 minute You configure the scrap metal and wiring used as the material components to create a shoulder-mounted cannon and then deploy it onto a willing creature you can see within range. Until the spell ends, the target can use a bonus action to cause the cannon to fire an orb of arcane force that detonates in a 10-foot radius sphere centered on a point the target can see within 60 feet of it. Each creature and object in the area must make a Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much on a successful one. When the spell ends, the cannon falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shout","description":"You unleash the power of your voice to devastating effect. You emit an ear-splitting yell that damages creatures. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage. On a successful save, the creature takes half as much damage. In addition, a creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. The spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"evocation","Expansion":17604,"Components":"V","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Show of Confidence","description":"You brandish the weapon used in the spell’s casting and teleport to an unoccupied space adjacent to a target creature within 30 feet of you. Make a melee attack against the target creature. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit. The extra damage increases by 1d8 at 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Shrapnel Cloud","description":"The next time you hit a creature with a ranged weapon attack before the effect ends, a cloud of sharp metal flechettes burst from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 2 or higher the damage increases by 1d10 for each rank above 1 (to a maximum of 6d10).","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"piercing","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shrink","description":"You cause a creature or an object you can see within range to shrink for the duration. Choose either a creature or an object that is not worn or held. If the target is an unwilling creature, it can make a Constitution saving throw. On a success, the spell has no effect. The target becomes Tiny, shrinking to a height of 1 inch, and it weighs 1 pound, unless it already was smaller or weighed less before the spell was cast. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1 damage. If the creature was not already Tiny before this spell was cast, its speed is halved for the duration.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Shroom of Doom","description":"2nd-level conjuration Casting time: 1 action Range: 30 feet Components: s, m (a mushroom cap) Duration: instantaneous An array of wispy luminous mushrooms sprouts from a creature you can see within range. The target must succeed on a constitution saving throw or 1d8 mushrooms grow out of its body. While the target has at least one mushroom growing from it, the target is poisoned. The target or a creature within reach of it can use its action to remove a mushroom. Removing a mushroom deals 1d4 poison damage to the target. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage dealt to the target when a mushroom is removed increases by 1d4 for every slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"S, M ","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Shroud of Death","description":"4th-Level Necromancy Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a piece of ice) Duration: Concentration, up to 10 rounds You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those Hit Points transfer to you as temporary hit points. The damage and the temporary Hit Points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary Hit Points last until the spell ends.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shroud of Death","description":"You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The transfer increases to 2 points per creature at the start of your second turn with the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of your turns are affected. There is no saving throw; creatures can avoid the effect by moving more than 30 feet from you or by getting out of your line of sight, but they become susceptible again if they move back into the spell’s area of effect. The temporary hit points last until the spell expires.","properties":{"Category":"Spells","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Shroud Of Death","description":"You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sickening Radiance","description":"4th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 10 minutes Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Evocation","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Sickening Sympathy","description":"2nd-Order Telepathy Power Manifestation Time: 1 reaction, which you take when another creature you can see within 30 feet of you is hit with an attack Rang e: 30 feet Duratio n: 1 round Creatures: Time raider arminger The creature who made the triggering attack must succeed on a Constitution saving throw or be poisoned until the end of their next turn as they feel the nauseous pain of their target.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Telepathy","Casting Time":"1 reaction, which you take when another creature you can see within 30 feet of you is hit with an attack","data-RangeAoe":"30 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sidestep Arrow","description":"3rd-level divination (bard, cleric, druid, ranger, sorcerer, warlock, wizard) Casting Time : 1 reaction, when an enemy targets you with a ranged attack Range : Self Components : V, S Duration : Instantaneous With a few perfectly timed steps, you maneuver a foe between you and danger. You can cast this spell when a foe targets you with a ranged attack but before the attack roll is made, the spell is cast, etc. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to place an enemy between you and the attacker, in the direct line of attack. You must be able to move (not restrained or grappled or reduced to speed 0 for any other reason). This move does not provoke opportunity attacks. After you’ve moved, the ranged attack is resolved with the intervening foe as the target instead of you.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when an enemy targets you with a ranged attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Sidestep Arrow","description":"With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when an enemy targets you with a ranged attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sidestep Arrow","description":"3rd-Level Divination Casting Time: 1 reaction, which you take when an enemy targets you with a ranged attack Range: Self Components: V, S Duration: Instantaneous With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 reaction, which you take when an enemy targets you with a ranged attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sightburst","description":"A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sigil Stain","description":"4th-level (hag) abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (3 quarts of congealed blood and a young humanoid that are consumed during spellcasting) Duration: Until dispelled, triggered, or 1 year This spell is available to every hag coven, if cast using the rules for ritual magic found in chapter 10 of the Player’s Handbook. Individual hags could also have access to this spell. The hag casts this spell, inscribing a sigil based on their sigil wheel, on any surface within range. If the sigil is concealed in any way it is dispelled. Clever adventurers will sometimes toss a blanket or cloak over a sigil stain to destroy it. This has led many a hag coven to cast their stains upon the ceiling. The hag decides what triggers the magic contained in the inscribed sigil. The sigil cannot see invisible creatures but does have a passive Perception equal to 10 + the hag’s Charisma bonus. Most hags will keep the triggering rules simple; when an object moves or if a living creature gets within 10 feet of another object, etc. The hag that creates the sigil will always mention that the hags in the coven cannot trigger the sigil’s magic. Once triggered, the sigil stain will target the nearest target with one of the following spells: d12 Random Triggered Spell 1 stinking cloud 2 bestow curse 3 dispel magic 4 slow 5 arcane eye 6 command 7 fog cloud 8 bane 9 entangle 10 sleep 11 wind wall 12 spike growth Each spell is cast at the 4th spell-level and uses the spell DC and spell attack score of the hag that made the sigil. Any spell that affects more than one target decides targets randomly. Once triggered, a sigil stain quickly turns to black dust and blows away with the slightest breeze.","properties":{"Category":"Spells","Level":4,"School":"(hag) abjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sign of Koth","description":"7th-Level Abjuration Casting Time: 1 turn Range: Self (60-foot radius) Components: V, S, M (a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes) Duration: Until dispelled You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area. Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways: The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails. They cannot hear any sounds that originate inside the cylinder. They have disadvantage on attack rolls against targets inside the cylinder. They can’t charm, frighten, or possess creatures inside the cylinder. Creatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of Hit Points for each Hit Die spent at the end of the rest. When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"abjuration","Components":"V, S, M","Casting Time":"1 turn","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sign Of Koth","description":"You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foottall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area. Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways: The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails. They cannot hear any sounds that originate inside the cylinder. They have disadvantage on attack rolls against targets inside the cylinder. They can’t charm, frighten, or possess creatures inside the cylinder. Creatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest. When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.","properties":{"Category":"Spells","Level":7,"School":"Abjuration (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 turn","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Silence","description":"2nd-Level Illusion (ritual) Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.","properties":{"Category":"Spells","Name":"Silence","Level":2,"School":"Illusion","Components":"V S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Silence","description":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.","properties":{"Category":"Spells","Name":"Silence","Level":2,"Range":"120 feet","Ritual":"Yes","School":"Illusion","Target":"20-foot-radius sphere centered on a point you choose within range","Classes":"Bard, Cleric, Ranger","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Silence","description":"2nd-Level Illusion (ritual) Casting Time : 1 action Rang e: 12 0 feet Components: V, S Duration : Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.","properties":{"Category":"Spells","Name":"Silence","Level":2,"School":"Illusion","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Silence","description":"Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage , and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.","properties":{"Category":"Spells","School":"Illusion","Name":"Silence","Level":2,"Casting Time":"Action or Ritual","Components":"V S","data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Silence","description":"Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Cleric, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Silence\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Silence\\\",\\\"description\\\":\\\"For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. 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Casting a spell that includes a Verbal component is impossible there.\\\"}\"},{\"name\":\"Silence Thunder Immunity\",\"parent\":\"Silence Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Thunder\\\",\\\"details\\\":\\\"Any creature or object entirely inside the Sphere has Immunity to Thunder damage.\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Silence","data-description":"For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.","Level":2,"Casting Time":"Action or Ritual","Concentration":"Yes","Ritual":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S","data-RangeNum":120,"data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Silent Image","description":"1st-Level Illusion Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of fleece) Duration : Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","Name":"Silent Image","Level":1,"School":"Illusion","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Silent Image","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","Name":"Silent Image","Level":1,"Range":"60 feet","School":"Illusion","Target":"A spot within range","Classes":"Bard, Sorcerer, Wizard","Duration":"Up to 10 minutes","Material":"A bit of fleece","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.<br />You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.<br />Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Silent Image","description":"1st-Level Illusion Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of fleece) Duration : Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","Name":"Silent Image","Level":1,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Silent Image","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object , a creature , or some other visible phenomenon that is no larger than a 15-foot Cube . The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. As a Magic action , you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","School":"Illusion","Name":"Silent Image","Level":1,"Casting Time":"Action","Components":"V S M","data-RangeAoe":"60 ft (15 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Silent Image","description":"Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","properties":{"Category":"Spells","School":"Illusion","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Silent Image\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Silent Image\\\",\\\"description\\\":\\\"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\\\\nAs a Magic action, you can cause the image to move to any spot within range. 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The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\nAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S M","Material":"a bit of fleece","data-CastNum":2,"data-RangeNum":60,"data-RangeAoe":"60 ft (15 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Silent Steps","description":"Illusion cantrip Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 minute You touch one willing creature. For the duration, the target’s movements make no noise, and if the target is wearing armor that imposes disadvantage on Dexterity (Stealth) checks, it ignores that source of disadvantage. The spell ends early if the target attacks, casts a spell with a verbal component, makes a damage roll, or forces someone to make a saving throw.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Silhouette","description":"You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.","properties":{"Category":"Spells","Level":0,"School":"Illusion (Illumination)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Silhouette","description":"You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.","properties":{"Category":"Spells","Level":0,"School":"Illusion (cantrip)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Silhouette","description":"Illusion cantrip Casting time: 1 action Range: touch Components: v, s Duration: concentration, up to 1 minute You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your intelligence modifier can be recognizable as specific individuals.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Silver Blood","description":"2nd-level abjuration (ritual) Can be cast by bards, sorcerers, and wizards Casting Time : 1 minute R ange: Self Components: V, S, M (a small silver coin) Durati on: 1 hour In a desperate move, you infuse your own blood with the elemental properties of silver, making it a potent weapon against spirits and some undead. For the duration of this spell, you can choose to draw your own blood, suffering 1d4 damage and creating one of the following effects: Coat up to ten pieces of ammunition or one melee weapon with your blood. This ammunition or weapon counts as silvered for 1 hour. With your blood, draw a warding line up to 2 feet long; it remains active for 1 hour. Any creature that is adversely affected by silver (such as a creature that has vulnerability to silvered weapons or loses its resistance to silvered weapons) must make a DC 14 Wisdom saving throw when they attempt to cross the line. If they fail, they can't cross the warding line while it remains active. With your blood, paint yourself in cloaking symbols that prevent an astirax from detecting you with its Scent Magic ability for 1 hour. You can create as many of these effects as you like, suffering the damage each time.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Silver Needle","description":"","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Silver Storm","description":"5th-level transmutation Can be cast by sorcerers and wizards Casting Time : 1 action Range: Self (70-foot cone) Components: V, S, M (a handful of silver shavings worth 2 sp) Duration: Instantaneous You toss a handful of silver shavings into the air, and as you chant the spell, they transform into a hail of glinting, shining needles that whip forward at tremendous speed. Each creature in a 70-foot cone must make a Dexterity saving throw. A creature takes 10d4 piercing damage on a failed save, or half as much damage on a successful one. If the creature is adversely affected by silver (such as a creature that has vulnerability to silvered weapons or loses its resistance to silvered weapons), it instead takes 10d8 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the size of the cone by 10 feet per slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"transmutation","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Silver Wind","description":"4th-level conjuration Can be cast by sorcerers and wizards Casting Time : 1 action Range : 200 feet Components: V, S, M (a pinch of powdered silver) Duration: Concentration, up to 1 minute You summon a swirling cloud of silver dust in a 40-foot-radius sphere centered on a point within range. The sphere spreads around corners, and the dust clings to any creatures within the cloud. Each creature that enters the cloud or starts its turn within the cloud loses invisibility and become visible for the duration of the spell. If a creature that is adversely affected by silver (such as a creature that has vulnerability to silvered weapons or loses its resistance to silvered weapons) enters the cloud or starts its turn within the cloud, it must make a Constitution saving throw. If it fails, it is stunned. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, it is no longer stunned.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"200 feet"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Silver Wings","description":"You grow a pair of metallic, feathered wings. These wings grant you a fly speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall. While the spell is active, you can use a bonus action to make a melee spell attack with the wings against a target within 10 feet of you. On a hit, the target takes 2d6 slashing damage. The wings are magical weapons. As a bonus action, you can choose to end the spell and launch the metallic feathers in a 60-foot cone of razor-sharp blades. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":16359,"Components":"V S M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Silvered Shell","description":"Silvered Shell 1st-level transmutation (paladin, ranger) Casting Time: 1 bonus action Range: Self Components: V, S, M (an empty phantasm shell*) Duration: 1 minute You touch a weapon and imbue it with otherworldly bile. For the duration, it becomes silvered and, while you are holding it, it deals an additional 1d4 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration to 10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th level), or 24 hours (5th level). *The hollow corpse of an eldritch being, often found—or perhaps created—by the Radiant Church.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Silverquill Command","description":"When you cast this spell, choose two of the following effects: You have advantage on all saving throws until the end of your next turn. Additionally, all attack rolls and contested ability checks made against you have disadvantage until the end of your next turn. Whenever you make a successful saving throw, are missed with an attack, or win a contested ability check roll during the spell’s duration, you can choose a different creature within 60 feet of you. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A chosen creature can be empowered by only one use of this spell at a time. You have a fly speed of 150 feet for the spell’s duration. During the spell’s duration, whenever you make a damage roll, you add your spellcasting ability modifier to the damage roll. Additionally, whenever you take damage, you reduce the amount of damage dealt to you by an amount equal to your spellcasting modifier. Target a single creature in range. If the creature has a Challenge Rating of 3 or less, its hit points are reduced to 0. Otherwise, the spell has no effect. Target a single creature in range. It must succed on a Constitution saving throw or be blinded for the spell’s duration. At Higher Levels: When you cast this spell using a spell slot of 7th level, you can choose one additional effect (three total). When you cast this spell using a spell slot of 9th level, you can choose one additional effect (four total).","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"enchantment","Expansion":32309,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Silvershout","description":"You unleash a shout that coats all creatures in a 30-foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren’t silvered for 1 minute.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Silvery Barbs","description":"1st-Level Enchantment Casting Time : 1 reaction Rang e: 60 feet Components: V Duration : Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.","properties":{"Category":"Spells","Level":1,"School":"Enchantment","Components":"V","Casting Time":"1 reaction"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Simulacrum","description":"7th-Level Illusion Casting Time : 12 hours Rang e: Touch Components: V, S, M (s now or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp ) Duration : Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed.","properties":{"Category":"Spells","Name":"Simulacrum","Level":7,"School":"Illusion","Expansion":5,"Components":"V S M","Casting Time":"12 hours","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Simulacrum","description":"You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots . If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.","properties":{"Category":"Spells","Name":"Simulacrum","Level":7,"Range":"Touch","School":"Illusion","Target":"One beast or humanoid that is within range for the entire casting time of the spell","Classes":"Wizard","Duration":"Until dispelled","Material":"Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell","data-List":"false","Components":"V S M","Casting Time":"12 hours","data-CastNum":8,"data-RangeNum":-7,"data-DurationNum":18,"data-description":"You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.<br />The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.<br />If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.<br />If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Simulacrum","description":"Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature , and the pile turns into the simulacrum, which is a creature . It uses the game statistics of the original creature at the time of casting, except it is a Construct , its Hit Point maximum is half as much, and it can’t cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests . If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest , during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points , at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.","properties":{"Category":"Spells","School":"Illusion","Name":"Simulacrum","Level":7,"Casting Time":"12 hours","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Simulacrum","description":"Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can’t cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.","properties":{"Category":"Spells","School":"Illusion","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Simulacrum\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Simulacrum\\\",\\\"description\\\":\\\"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. 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If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Illusion\\\",\\\"castingTime\\\":\\\"12 hours\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"powdered ruby worth 1,500+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Hours","filter-Concentration":"No","Name":"Simulacrum","data-description":"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.\nThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\nIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.\nThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.","Level":7,"Casting Time":"12 hours","Duration":"Until dispelled","Range":"Touch","Components":"V S M","Material":"powdered ruby worth 1,500+ GP, which the spell consumes","data-CastNum":8,"data-DurationNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Single Combat","description":"","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Enchantment","Components":"V","Casting Time":"1 bonus action"},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Singularity","description":"You point toward an area within range and create an expanding globe of gravimetric force which engulfs everything within its area. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much on a successful one. The sphere also does damage to structures and objects in the area that aren’t being worn or carried. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d6 for each rank above 3.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sinkhole's Hunger","description":"Tier 1 e arth smite Casting Time: 1 action Base Favor Cost: 0 Range: Self (10-foot line) Components (Required): V, S Resonances: You are outdoors in rocky terrain (1 bonus favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor), you are in an area of high volcanic activity (2 bonus favor) Duration: Instantaneous Effects: You call upon covetous chthonic spirits to devour your foes, pulling them into the bowels of the earth. You create a crevasse in the ground in a direction of your choice, extending as a 10-foot line. The crevasse is 5 feet wide and 5 feet deep. Each creature standing in the path of the crevasse must make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer above the crevasse. Otherwise, it falls into the crevasse, suffering 1d8 bludgeoning damage and becoming restrained until the end of its next turn. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You increase the length of the line by 10 feet per favor spent this way. 1+ favor: The rumbling earth makes it harder for creatures to keep their feet, increasing the DC of the saving throw to avoid the crevasse and of any checks needed to escape it by 3 per favor spent this way. 2+ favor: Increase the depth of the crevasse by 5 feet per 2 favor spent this way. Creatures that fall suffer an additional 1d8 bludgeoning damage per 2 favor spent this way. 3+ favor: The crevasse becomes a slam that is 15 feet wide instead of a line 5 feet wide.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"earth smite","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ⇧)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sinking Sand","description":"You point at a 15-foot square patch of sand or earth you can see within range. The area becomes a pit of quicksand for the duration of the spell and is considered difficult terrain. Each creature standing in or entering the area during that time must succeed on a Strength-based saving throw against your spell save DC or become restrained. On a success, it frees itself and moves to the closest unoccupied space that is not affected by the spell. On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks to escape, which it may attempt once per each of its turns.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft. (15 ○)"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Siphon","description":"Your touch can siphon life force from others to heal your wounds. Make a melee channeling attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the effect ends, you can make the attack again on each of your turns as an action. This power has no effect on automatons or constructs. At Higher Ranks. When you use this power at rank 4 or higher, the healing increases by 1d6 for each rank above 3.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Siphon Contamination","description":"Siphon Contamination 6th level transmutation Casting Time: 1 hour Range: Touch Components: V, S, M (500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell) Duration: Instantaneous This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature. If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature. If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six contamination levels. The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect. Available for: sorcerer, warlock, wizard Researching the Spell: A character who can cast 6th level spells who knows the spells forced evolution and neutralizing field , and has witnessed another creature undergo a monstrous transformation may research siphon contamination .","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Expansion":21300,"Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Siphon Life Force","description":"6th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a censer of burning incense worth at least 250 gp) Duration: 1 minute Necrotic smoke pours forth from your censer in a 30-foot radius, harming the living and drawing in the life force of the dying, furnishing you with power. At the start of each of your turns, each living creature other than you within the area takes 2d6 necrotic damage. Whenever a creature in the radius dies, you gain 20 temporary hit points, and gain advantage on ability checks, attack rolls, and saving throws until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell deals an additional 2d6 damage per level beyond 6th.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Siphon Time","description":"When you cast this spell, you gain 1 Contamination Level . You seize upon the flow of time around up to three creatures of your choice within range, drawing seconds from them to use them yourself. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target can't take reactions. On its turn, it must choose to either move, take an action, or a bonus action: a target can do only one of the three. A creature affected by this spell can spend its action to try to pull back the threads of time. If it does, it can make another Wisdom saving throw. On a successful save, the effect ends for it. While at least one other creature is affected by this spell, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Cast a Spell, Dash, Disengage, Hide, or Use an Object action. If you use this action to cast a spell, that spell must be a cantrip with a casting time of one action.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"contaminated transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Sir Mittinz's Move Curse","description":"When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sir Mittinz's Move Curse","description":"3rd-Level Transmutation (Ritual) Casting Time: 1 hour Range: 20 feet Components: V, S, M (a finely crafted hollow glass sphere and incense worth 50 gp, which the spell consumes) Duration: Instantaneous When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.","properties":{"Category":"Spells","Level":3,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Siren’s Call","description":"","properties":{"Category":"Spells","Level":3,"School":"Enchantment","Expansion":32048,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Skeletal Tail","description":"Skeletal Tail 2nd-level conjuration (druid, ranger) Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a scorpion’s tail) Duration: 1 minute You grow a long, scorpion-like tail made of sharpened bones. Whenever a creature moves while within 20 feet of you centered on you, you can use your reaction to try and pierce them with your tail. The target must succeed on a Dexterity saving throw or take 2d4 piercing damage and be pulled to an empty space adjacent to you as your tail drags them in. At Higher Levels. When you cast this spell using a spell slot of 3rd level of or higher, the damage increases by 2d4 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Skill Empowerment","description":"5th-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S Duration : Concentration, up to 1 hour Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Expansion":6,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Skinwalk","description":"8th-level transmutation Casting Time: 1 hour Range: Touch Components: V, S, M (a set of freshly sharpened carving knives, onyx worth at least 500 gp) Duration: Instantaneous Through a ritual carving process, you separate the skin of a dead creature from its body, then do the same for your own and slip into the other creature’s skin, taking on its form. Any gear you wear or carry is left behind unless you can wear or carry it in your new form. While in this form you can perfectly imitate the creature, though you do not gain any of its memories, abilities, skills, or other traits. Another person that is intimately familiar with the creature (i.e. a family member or long-time friend) can make a Wisdom (Insight) check at disadvantage opposed by your Charisma (Deception) check to determine that you are not that creature. If the creature does not have hands, you cannot complete spells that require somatic components, but you can still speak even if the creature’s form normally would not have the ability to do so. If the new form is larger or smaller than your own, your body grows or shrinks to fit the new form. You can use your voice or the creature’s voice when you speak (or attempt to imitate another voice as normal). Additionally, while you are in this form, you are considered to be that creature for the purposes of any divination magic that targets you, and divination magic that would specifically target you (such as the scry spell) will fail as though you do not exist. You can leave this form using a 10-minute ritual to change back into your own skin as long as you have access to it (your skin does not age or decompose while you are in another form, but it can be damaged or destroyed). Once you have left this form, the skin for the creature rapidly decays, and any divination magic used to determine information about any actions you took while in this form reveal information about the creature rather than you. If your skin is destroyed while in another person’s form, it can be recreated using a regenerate spell cast on you after leaving the skin you currently wear.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 hour"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Skip Strike","description":"1st-level transmutation Casting time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a weapon attack Range: 60 feet Components: v Duration: instantaneous You wrap threads of time around an attacker, pushing the attack moments into the future. The target must succeed on a wisdom saving throw or you magically interrupt the triggering attack, causing it to happen on the target’s next turn instead. On the target’s next turn, it gains an additional action it must use to make the attack you interrupted, though the delayed attack can be directed toward any target within the weapon’s range. If the target is reduced to 0 hit points before its next turn or if it is otherwise prevented from making an attack on its next turn, the delayed attack doesn’t happen and is lost.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 reaction, which you take when a creature you can see within 60 feet of you makes a weapon attack"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Skirmish","description":"3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a branch from a tree) Duration: Concentration, up to 10 minutes You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target’s speed is doubled, it is unaffected by nonmagical difficult terrain, and it doesn’t provoke opportunity attacks.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Skull Servant","description":"2nd-level necromancy (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (an undamaged skull of a Medium or smaller creature, a Tiny pile of undamaged bones, and two eyeball-sized emeralds worth at least 10 gp apiece that are inserted into the skull’s eye sockets) Duration: Instantaneous The spell imbues the skull and bone pile used as the material components with a facsimile of life, causing them to form into a creature that uses the Skull Servant stat block. You determine the servant’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. The servant loses its spark of life and collapses back into a pile of bones when it is reduced to 0 hit points or you cast this spell again. The skull servant is an ally to you and your companions. In combat, the servant shares your initiative count, but takes its turns immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skywrite","description":"2nd-Level Transmutation (ritual) Casting Time : 1 action Rang e: Sight Components: V, S Duration : Concentration, up to 1 hour You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.","properties":{"Category":"Spells","Level":2,"School":"transmutation (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Skywrite","description":"2nd-Level Transmutation (ritual) Casting Time : 1 action Rang e: Sight Components: V, S Duration : Concentration, up to 1 hour You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":6,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Sleep","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration : 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current h⁠it points (ignoring unconscious creatures). Starting with the creature that has the lowest current h⁠it points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s h⁠⁠it points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Sleep","Level":1,"School":"Enchantment","Components":"V S M","Damage Type":"Hit Points of Creatures","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sleep","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration : 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current h⁠it points (ignoring unconscious creatures). Starting with the creature that has the lowest current h⁠it points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s h⁠⁠it points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Sleep","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Damage Type":"Hit Points of Creatures","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sleep","description":"This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Sleep","Level":1,"Range":"90 feet","Damage":"5d8","School":"Enchantment","Target":"Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)","Classes":"Bard, Sorcerer, Wizard","Duration":"1 minute","Material":"A pinch of fine sand, rose petals, or a cricket","data-List":"false","Components":"V S M","Damage Type":"Hit Points of Creatures","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":90,"data-DurationNum":4,"data-description":"This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","Higher Spell Slot Dice":2,"data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sleep","description":"1st-Level Enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Sleep","description":"Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save . If the target fails the second save , the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","properties":{"Category":"Spells","School":"Enchantment","Name":"Sleep","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sleep","description":"Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save, Unconscious","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Sleep\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sleep\\\",\\\"description\\\":\\\"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\\\\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pinch of sand or rose petals\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"5 foot radius\\\"}}\"},{\"name\":\"Sleep Attack\",\"parent\":\"Sleep\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sleep\\\",\\\"range\\\":\\\"60 ft\\\",\\\"onHitDisplay\\\":\\\"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"5 ft radius\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Sleep","data-description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S M","Material":"a pinch of sand or rose petals","data-CastNum":2,"data-RangeNum":60,"Save":"Wisdom","data-RangeAoe":"60 ft (5 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sleep of the Dead","description":"This spell causes a single creature within range to become fatigued. The target makes a Constitution saving throw. On a failure, the creature gains one level of exhaustion until the spell ends. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 3rd level, the creature gains two levels of exhaustion instead of one. When you cast this spell using a spell slot of 5th level, the creature gains three levels of exhaustion instead of one. When you cast this spell using a spell slot of 7th level, the creature gains four levels of exhaustion instead of one. When you cast this spell using a spell slot of 9th level, the creature gains five levels of exhaustion instead of one.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Expansion":32309,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sleep of the Deep","description":"3rd-Level Illusion (Ritual) Casting Time: 1 action Range: 60-foot radius Components: V, S, M (a pinch of black sand, a tallow candle, and a drop of cephalopod ink) Duration: 8 hours Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short‑term madness. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60-foot radius"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sleep Of The Deep","description":"Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with shortterm madness. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Illusion (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sleeping Draught","description":"2nd-level enchantment Casting Time: 1 action Range: 20 feet Components: V, S, M (a draught of liquid) Duration: 1 minute You open a draught and a purple mist flows from you to a target creature. Roll 9d8; if the target creature has fewer current hit points than the total, then it falls unconscious. The target remains unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If the target creature has more hit points than the rolled total, then it becomes drowsy and its speed is halved, it can’t take reactions, and it can’t make more than one melee or ranged attack during its turn. The target remains drowsy until it takes damage or until the spell ends. Undead and creatures that are immune to being charmed aren’t affected by this spell. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, roll an additional 3d8 for each slot level above the 2nd.","properties":{"Category":"Spells","Level":2,"School":"Enchanment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Sleet Storm","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration : Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.","properties":{"Category":"Spells","Name":"Sleet Storm","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sleet Storm","description":"Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain . When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.","properties":{"Category":"Spells","Name":"Sleet Storm","Level":3,"Range":"150 feet","School":"Conjuration","Target":"A 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A pinch of dust and a few drops of water","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":150,"data-DurationNum":3,"data-description":"Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.<br />The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.<br />If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sleet Storm","description":"Level 3 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured , and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain . When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration .","properties":{"Category":"Spells","School":"Conjuration","Name":"Sleet Storm","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","data-RangeAoe":"150 ft (40 ft tall, 20 foot radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sleet Storm","description":"Level 3 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Dexterity Save, Prone","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Sleet Storm\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sleet Storm\\\",\\\"description\\\":\\\"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\\\\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a miniature umbrella\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"40 foot tall, 20 foot radius\\\"}}\"},{\"name\":\"Sleet Storm Condition\",\"parent\":\"Sleet Storm\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Sleet Storm\\\",\\\"description\\\":\\\"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\\\"}\"},{\"name\":\"Sleet Storm Attack\",\"parent\":\"Sleet Storm\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sleet Storm\\\",\\\"description\\\":\\\"When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Have the Prone condition and lose Concentration.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cylinder\\\",\\\"size\\\":\\\"40 foot tall, 20 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Sleet Storm","data-description":"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"150 feet","Components":"V S M","Material":"a miniature umbrella","data-CastNum":2,"data-RangeNum":150,"Save":"Dexterity","data-RangeAoe":"150 ft (40 ft tall, 20 foot radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sleight of Strike","description":"1st-level illusion Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute The next time you make an attack, you launch an intangible, illusory version immediately beforehand to obscure your actual strike. If the target doesn’t have blindsight or truesight, you gain advantage on the attack roll. Even if the attack doesn’t gain advantage, it deals an extra 1d10 psychic damage on a hit. Whether you hit or miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Slime Guard","description":"Abjuration cantrip Casting time: 1 bonus action Range: self Components: v Duration: 1 round You coat yourself in a thick, magical slime. You have advantage on the next ability check you make to escape a grapple before the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Slippery Fingers","description":"1st-level divination (bard, cleric, druid, sorcerer, warlock, wizard) Casting Time : 1 bonus action Range : 30 feet Components : V, S Duration : Instantaneous You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding unless it makes a successful Charisma saving throw. This spell can’t cause magic items to be dropped.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Slippery Fingers","description":"You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Slippery Fingers","description":"1st-Level Enchantment Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Slither","description":"You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (shadow)","Expansion":5764,"Components":"V, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Slither","description":"You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell early by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 50 feet. If the distance is greater than 50 feet, you take 1d6 extra force damage for every additional 10 feet traveled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you can touch for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Illumination)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Slither","description":"2nd-level transmutation Casting time: 1 action Range: self Components: v, m (ashes from a wooden statue of you made into ink and used to draw your portrait, worth at least 50 gp) Duration: concentration, up to 1 minute You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on dexterity (stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled. While in shadow form, you can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. In addition, you can’t attack or cast spells while in shadow form. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Slow","description":"You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.","properties":{"Category":"Spells","Name":"Slow","Level":3,"Range":"120 feet","School":"Transmutation","Target":"Up to six creatures of your choice in a 40-foot cube within range","Classes":"Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A drop of molasses","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.<br />An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.<br />If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.<br />A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Slow","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a drop of molasses) Duration : Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.","properties":{"Category":"Spells","Name":"Slow","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Slow","description":"Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws , and it can’t take Reactions . On its turns, it can take either an action or a Bonus Action , not both, and it can make only one attack if it takes the Attack action . If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Transmutation","Name":"Slow","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","data-RangeAoe":"120 ft (40 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Slow","description":"Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Condition","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Slow\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Slow\\\",\\\"description\\\":\\\"You alter time around up to six creatures of your choice in a 40-foot Cube within range. 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An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Cube\\\",\\\"size\\\":\\\"40 foot\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Slow","data-description":"You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\nAn affected target's Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S M","Material":"a drop of molasses","data-CastNum":2,"data-RangeNum":120,"Save":"Wisdom","data-RangeAoe":"120 ft (40 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Slow Fall","description":"Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the talent ends. If the creature lands before the end of the duration, it takes no falling damage and can land on its feet, and the talent’s effect ends for that creature.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 reaction, which you take when you or a creature within 60 feet of you falls","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Slow-Burn Fireball","description":"A bright streak flashes from your pointing finger to a point you choose within range, where it slowly ignites the air itself with phlogiston. Each creature in a 20-foot-radius sphere around the target point takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. Every target that takes damage takes the same amount of damage again at the start of your next two turns unless it uses an action to put out the flames on its clothing, hair, and other accoutrements. Flammable objects in the area that aren’t being worn or carried are also ignited. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Slow-Burn Fireball","description":"3rd-level evocation Casting time: 1 action Range: 150 feet Components: v, s, m (a small chunk of coal and sulfur) Duration: instantaneous A bright streak flashes from your pointing finger to a point you choose within range, where it slowly ignites the air itself with phlogiston. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Each creature then takes the same amount of damage at the start of each of its turns for the next two turns. A creature can prevent this extra damage by using an action to put out the flames on itself. The spell ignites flammable objects in the area that aren’t being worn or carried. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Smelting Blast","description":"You unleash a bolt of red-hot liquid metal at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and must succeed on a Constitution saving throw or be coated in cooling, liquid metal for the duration. A creature coated in liquid metal takes 1d8 fire damage at the start of each of its turns as the metal scorches while it cools. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the spell ends and the liquid metal disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Smiting Arrow","description":"By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended—a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar—which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d10 radiant damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much radiant damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Smiting Arrow","description":"6th-Level Evocation (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (an arrow and a drop of blood, strand of hair, or small personal item) Duration: 24 hours By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended—a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar—which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d10 radiant damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much radiant damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Smokescreen","description":"You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you. When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet ; at 11th level this increases to 25 feet ; and at 17th level this increases to 40 feet . You choose how big the cloud is in each dimension up to this maximum each time that you cast it.","properties":{"Category":"Spells","Level":0,"School":"Conjuration cantrip","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (5 ft, ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Smolder","description":"Illusion cantrip Casting time: 1 action Range: self Components: v Duration: 1 minute You cover yourself in an illusion that makes you appear to be on fire. Small flames lick and flicker along your limbs and features. You have advantage on the next charisma (intimidation) check you make against a beast or humanoid before the spell ends. Once you have used this spell to give yourself advantage on a charisma (intimidation) check against a creature, you can’t use this spell in this way against that creature again until that creature finishes a long rest.","properties":{"Category":"Spells","Level":0,"School":"illusion","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Snakestaff","description":"3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a quarterstaff) Duration: Concentration, up to 1 hour You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Snap Freeze","description":"3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chunk of ice or amber) Duration: Instantaneous You gesture and utter your incantation, harnessing the elemental power of cold to temporarily freeze your target solid. One creature you can see within range must make a Constitution saving throw or be frozen solid for 1 round. While frozen, the creature is incapacitated and restrained. While they are incapacitated in this way, they are considered Imperiled. If they do not have enough Injuries to be Imperiled without the effects of this spell, the DC for a Death Blow they suffer is reduced by 5. If they have at least the required number, the DC is increased by 5.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Snap the Leash","description":"Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the spell fails. The beast must make a Wisdom saving throw; on a failed save, you remove the shackles of domestication from the creature’s mind, causing it to entirely forget being broken or trained. Mounts refuse to be ridden, and other animals forget any tricks learned and obedience taught. Other memories are not affected, so creatures may remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animal companions, familiars, and paladin mounts. Although it removes any tricks such creatures know, the bond between creature and master is otherwise unaffected.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Snap the Leash","description":"","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Snap the Leash","description":"2nd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a used leash or similar object) Duration: Instantaneous Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the spell fails. The beast must make a Wisdom saving throw; on a failed save, you remove the shackles of domestication from the creature’s mind, causing it to entirely forget being broken or trained. Mounts refuse to be ridden, and other animals forget any tricks learned and obedience taught. Other memories are not affected, so creatures might remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animal companions, familiars, and paladin mounts. Although the spell removes any tricks such creatures know, the bond between creature and master is otherwise unaffected.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Snare","description":"1st-Level Abjuration Casting Time : 1 minute Rang e: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration : 8 hours As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.","properties":{"Category":"Spells","Level":1,"School":"Abjuration","Expansion":6,"Components":"S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Sneer","description":"You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Snilloc's Snowball Swarm","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a piece of ice or a small white rock chip) Duration : Instantaneous A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Snilloc's Snowball Swarm","description":"2nd-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a piece of ice or a small white rock chip) Duration : Instantaneous A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation","Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Snow Boulder","description":"A ball of snow forms within 5 feet of you and rolls in the direction you point, growing larger as it moves. As a bonus action, you can move the sphere up to 30 feet. If you roll the boulder into a creature, that creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Each round the snow boulder increases in size and effectiveness. Hitting a creature doesn't stop the snow boulder's movement or impede its growth. Round Size Damage 1 Small 1d6 bludgeoning 2 Medium 2d6 bludgeoning 3 Large 4d6 bludgeoning 4 Huge 6d6 bludgeoning","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Snow Boulder","description":"A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving. Round Size Damage 1 Small 1d6 bludgeoning 2 Medium 2d6 bludgeoning 3 Large 4d6 bludgeoning 4 Huge 6d6 bludgeoning","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Snow Boulder","description":"4th-Level Transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of snow) Duration: Concentration, up to 4 rounds A ball of snow forms 5 feet away from you and rolls in the direction you point at a Speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving. Round Size Damage 1 Small 1d6 bludgeoning 2 Medium 2d6 bludgeoning 3 Large 4d6 bludgeoning 4 Huge 6d6 bludgeoning","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Snow Fort","description":"This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points. The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Snow Fort","description":"2nd-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a ring carved from chalk or white stone) Duration: Instantaneous This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 Hit Points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points. The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Snowblind Stare","description":"Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see the appendix), or the second stage of snow blindness if it already has the first stage. The target recovers normally as described in the appendix.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"Necromancy (Rune)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Snowy Coat","description":"This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Snowy Coat","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Solitary Fireball","description":"A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes 6d6 fire damage, or half damage with a successful Dexterity saving throw. Solitary fireball does not ignite other flammable objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"150 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Solitary Fireball","description":"2nd-level evocation Casting time: 1 action Range: 150 feet Components: v, s, m (a candle and a pinch of sulfur) Duration: instantaneous A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes 6d6 fire damage, or half damage with a successful dexterity saving throw. Solitary fireball does not ignite other flammable objects. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Song of the Forest","description":"3rd-level transmutation (ritual) Casting time: 10 minutes Range: self Components: v, s, m (a dried leaf, crumpled and released) Duration: concentration, up to 10 minutes You attune your senses to the natural world so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on wisdom (perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect. Song of the forest functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (gm’s discretion). Ritual focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.","properties":{"Category":"Spells","Level":3,"School":"transmutation (ritual)","Components":"V, S, M ","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Song Of The Forest","description":"You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect. Song of the forest functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion). Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Song Of The Forest","description":"You attune your senses to the natural world, so you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the cause of each sound in your mind. The effect gives you tremorsense with a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on sound. Creatures that make no noise or that are magically silent cannot be detected through this spell's effect. Song of the forest only functions in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM's discretion). Ritual Focus. If you expend your ritual focus, the spell's effect is equivalent to blindsight with a range of 30 feet.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (Ritual; High Elven)","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Song of Zann","description":"","properties":{"Category":"Spells","Save":"Wisdom ","Level":3,"School":"illusion ","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sonic Burst","description":"You emit burst of sonic energy centered upon you. Each creature in a 5 foot radius must make a Constitution saving throw or suffer 1d6 thunder damage. You are excluded from this effect. In addition, the technique emits a thunderous boom that can be heard from 150 feet away. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Technique","Expansion":27051,"Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sonic Pulse","description":"Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn. If the spell’s target is within 10 feet of you, this spell’s damage becomes d10s, instead of d8s. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Soothing Chant","description":"Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies. If it uses area attacks, the creature will position them so as not to include you in the area. On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant and it can hear you. On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack. The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Abjuration","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Soothing Chant","description":"3rd-Level Abjuration Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies. If it uses area attacks, the creature will position them so as not to include you in the area. On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant, and it can hear you. On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack. The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"abjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Soothing Incandescence","description":"A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light. Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.","properties":{"Category":"Spells","Level":7,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Soothing Incandescence","description":"7th-Level Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 hour A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light. Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.","properties":{"Category":"Spells","Level":7,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Soothsayer's Shield","description":"2nd-level divination (bard, cleric, druid, ranger) Casting Time : 1 reaction, when you are hit by an attack Range : Self Components : V, S Duration : Instantaneous This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":11996,"Components":"V S","Casting Time":"1 reaction, when you are hit by an attack","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Sorcerous Burst","description":"Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Component: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid , Cold , Fire , Lightning , Poison , Psychic , or Thunder . If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage . When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier . Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Name":"Sorcerous Burst","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sorcerous Burst","description":"Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Component: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Classes":"Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Acid Damage, Cold Damage, Fire Damage, Lightning Damage, Poison Damage, Psychic Damage, Thunder Damage","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Sorcerous Burst\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sorcerous Burst\\\",\\\"description\\\":\\\"You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\\\\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. 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Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\nIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"120 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":120,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sorin's Thirst","description":"Make a melee spell attack against a creature you can reach. You have advantage on this attack roll if the target is grappled or restrained. On a hit, the target takes 3d10 necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sorrow Infusion","description":"2nd-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates a deep sorrow in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 2d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target’s speed is halved, it suffers a −2 penalty to its AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or bonus action, not both. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"S","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Soul Borrowing","description":"By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Soul Borrowing","description":"3rd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a polished vampire’s fang) Duration: 1 minute By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Soul Cage","description":"6th-Level Necromancy Casting Time : 1 reaction, which you take when a humanoid you can see within 60 feet of you dies Rang e: 60 feet Components: V, S, M (a tiny silver cage worth 100 gp) Duration : 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.","properties":{"Category":"Spells","Level":6,"School":"Necromancy","Components":"V S M","Casting Time":"1 reaction, which you take when a humanoid you can see within 60 feet of you dies","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Soul Impact","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":7,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Soul Scorcher","description":"4th-level Conjuration Range: Self (15 ft radius) Components: V, S Duration: Instantaneous Your body erupts in a torrent of black flames; all creatures in the area must succeed on a CON SAVE or take 6d10 fire damage (or half as much on a successful save). The damage from this spell ignores fire damage resistance; a creature that is immune to fire damage can’t benefit from that immunity against the effects of this spell, but they take half damage.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Soul Tide","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":5,"School":"Conjuration","Expansion":32048,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Souleater","description":"You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.","properties":{"Category":"Spells","Level":5,"School":"Evocation (apocalyse)","Expansion":5764,"Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Souleater","description":"5th-level evocation Casting time: 1 bonus action Range: touch Components: v, s Duration: concentration, up to 1 hour You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Sound Dampener","description":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any sound generated by speech, tool, or device is immediately snuffed out. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Any ability, power, or utility that requires a verbal command does not function in this area.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Space Fold","description":"This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on or within orbit of the same planetary body as you. You cannot teleport between two moving vehicles unless their motion is caused by the planet’s gravity (for example, you can’t teleport between two ships operating on their own thrusters, but you can teleport to a ship in nearby orbit around the planet). Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Very familiar — — — 01–100 Associated object — — — 01–100 Studied carefully 01 02-03 04-05 06-100 Seen casually 01-03 04-08 09-15 16-100 Viewed once 01-05 06-10 11-25 26-100 Description 01-05 06-15 16-30 31-100 False destination 01-25 26-100 — — Familiarity. “Very familiar” means a place you’ve been to very often and where you feel at home, such as your favorite nightclub or the place where you grew up. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a datapad from an old bunker, a SIM recording from your last concert, or the leather jacket you bought from a shop. “Studied carefully” is a place you have visited more than once for a prolonged period, a place you have carefully studied, or a place you can see when you activate the power. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly from an image or video. “Description” is a place whose location and appearance you know through someone else’s description, or perhaps spot on a map or chart. “False destination” is a place that doesn’t exist. Perhaps you’re working off of false data, or you’re attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to an elevated city and wound up 18 miles somewhere out in the sky, you could be in a lot of trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your local starbase or space dock, for example, you might wind up in another space station or in an construction yard that holds similar ships and machinery. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere in the galaxy. Mishap. A miscalculation causes the signature of all targets within the fold to become scrambled. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). At Higher Ranks. When you use this power at rank 8, you gain a +15 bonus to your d100 roll. In addition, you can teleport to other planets within the same star system in which your familiarity is “Seen casually” or better. At rank 9, you gain a +25 bonus to your roll and can teleport anywhere in the galaxy that you’ve been to at least once.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Space Walk","description":"You and up to ten willing creatures you can see within range gain the ability to move and survive in the vacuum of space. For the duration a creature does not need to breathe, has a flying speed of 300 feet, and is immune to fire, cold, necrotic, and radiant damage from mundane sources. A creature under this effect cannot speak and the only actions they can take are the Dash, Dodge, and Disengage actions, or dismiss the effect. They can otherwise interact with objects and perform basic functions that do not require the expenditure of actions. Dismissing the effect takes a full turn, during which time a creature is incapacitated and can’t move. If a creature is in a space vacuum when the effect ends, they take 3d6 cold damage and 3d6 necrotic damage at the start of each of their turns and immediately begin to suffocate (see chapter 8 for rules on suffocating). In addition, they lose their flying speed and move as a creature in a Zero-G environment.","properties":{"Category":"Spells","Level":8,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spare the Dying","description":"You touch a living creature that has 0 hit points. The creature becomes stable . This spell has no effect on undead or constructs .","properties":{"Category":"Spells","Name":"Spare the Dying","Level":0,"Range":"Touch","School":"Necromancy","Target":"A living creature that has 0 hit points","Classes":"Artificer, Cleric","Duration":"Instantaneous","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spare the Dying","description":"Necromancy Cantrip Casting Time : 1 action Rang e: Touch Components: V, S Duration : Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.","properties":{"Category":"Spells","Name":"Spare the Dying","Level":0,"School":"Necromancy","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spare the Dying","description":"Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable . Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","properties":{"Category":"Spells","School":"Necromancy","Name":"Spare the Dying","Level":0,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spare the Dying","description":"Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Spare the Dying\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Spare the Dying\\\",\\\"description\\\":\\\"Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).\\\",\\\"level\\\":0,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"15 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Spare the Dying Range Upcast 5\",\"parent\":\"Spare the Dying\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":5,\\\"target\\\":\\\"$.range\\\",\\\"value\\\":\\\"30 feet\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Spare the Dying Range Upcast 11\",\"parent\":\"Spare the Dying\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":11,\\\"target\\\":\\\"$.range\\\",\\\"value\\\":\\\"60 feet\\\",\\\"changeMode\\\":\\\"Override\\\"}\"},{\"name\":\"Spare the Dying Range Upcast 17\",\"parent\":\"Spare the Dying\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Specific Character Level\\\",\\\"level\\\":17,\\\"target\\\":\\\"$.range\\\",\\\"value\\\":\\\"120 feet\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Spare the Dying","data-description":"Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"15 feet","Components":"V S","Higher Spell Slot Desc":"Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spark","description":"A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn. The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.","properties":{"Category":"Spells","Level":0,"School":"Evocation cantrip","Components":"V, S","Damage Type":"ligtning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Spark of Life","description":"Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds. Choose the corpse of a Huge or smaller creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee slam attack against a target of your choice within its reach, using your spell attack modifier. On a hit, this attack deals bludgeoning damage based on the corpse’s size: a Tiny corpse deals 1d4, a Small corpse deals 1d6, a Medium corpse deals 1d8, a Large corpse deals 1d10, and a Huge corpse deals 1d12. Once the corpse attacks, it once again crumples into a heap. A corpse targeted by this spell doesn’t become an Undead creature. This spell’s damage increases as you gain levels. At 5th level, the corpse deals two damage dice according to its size. At 11th level, it deals three damage dice, and at 17th level, it deals four damage dice.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Expansion":26275,"Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sparking Swarms","description":"Tier 1 fire summoning Casting Time: 1 action Base Favor Cost: 0 Range: Self Components (Required): V, S Resonances: You are in a very dry or flammable location such as somewhere it has not rained for at least a week or inside of a wooden palace (1 bonus favor), it is sunrise, sunset, or noon (1 bonus favor) Duration: 1 minute Effects: You summon 3 sparks of blazing hunger, which swarm around you begging for fuel to consume. Each time you perform a fire invocation, you can spend up to 1 spark to gain 1 favor that you can use for that invocation’s empowerments. If that favor is not spent, it is lost. At the end of your turn, you lose 1 hit point for each spark in the swarm. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You can spend up to 2 sparks per invocation instead. 1+ favor: You call forth 2 additional sparks per favor spent this way. 2 favor: On your turn, you can spend a bonus action and one spark to fire that spark at a creature within 10 feet. Make an invocation attack roll against that creature. On a hit, it suffers 1d4 fire damage and the distracted condition (–2 AC, removed after it is hit by an attack). 3 favor: The sparks zip around you voraciously, throwing up tiny showers of light as they contact other objects and creatures. Whenever a creature ends its turn within 5 feet of you, it must make a Dexterity saving throw. On failure, it suffers 1d4 fire damage per spark in the swarm and is blinded. On success, it must either spend its reaction to move 5 feet away from you (without provoking opportunity attacks) or take 1d4 fire damage.","properties":{"Category":"Spells","Level":1,"School":"fire summoning","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Spatial Passage","description":"You open a rift at a point of your choice that you can see on a wooden, plastic, metallic, or stone surface (such as a wall, a ceiling, or a floor) within range, forming a passage that lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The rift creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the technique are safely ejected to an unoccupied space nearest to the surface upon which you used the talent.","properties":{"Category":"Spells","Level":5,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spatial Sever","description":"You create tiny folds and ripples in the space of a 5-foot area. These distortions are nearly invisible, requiring a successful Wisdom saving throw to see them. A creature takes 2d8 slashing damage when it enters the area of effect for the first time on a turn or starts its turn there. At Higher Ranks. When you use this power at rank 3 or higher the damage increases by 1d8 for each rank above 1.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Metaphase","Expansion":27051,"Damage Type":"slashing","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Speak True","description":"Divination cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute When you cast this spell, your honest intentions become clearer to those around you. When a creature makes a Wisdom (Insight) ability check to determine whether or not you are telling the truth for the duration, it adds a bonus equal to your spellcasting ability modifier to its roll.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V, S","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Speak with Animals","description":"1st-Level Divination (ritual) Casting Time : 1 action Rang e: Self Components: V, S Duration : 10 minutes You gain the ability to comprehend and verbally communicate with b⁠easts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, b⁠easts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.","properties":{"Category":"Spells","Name":"Speak with Animals","Level":1,"School":"Divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Speak with Animals","description":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.","properties":{"Category":"Spells","Name":"Speak with Animals","Level":1,"Range":"Self","Ritual":"Yes","School":"Divination","Target":"Self","Classes":"Bard, Druid, Ranger","Duration":"10 minutes","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":6,"data-description":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Speak with Animals","description":"Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehend and verbally communicate with Beasts , and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","properties":{"Category":"Spells","School":"Divination","Name":"Speak with Animals","Level":1,"Casting Time":"Action or Ritual","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Speak with Animals","description":"Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Druid, Ranger, Warlock","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Speak with Animals\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Speak with Animals\\\",\\\"description\\\":\\\"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\\\\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Speak with Animals","data-description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\nMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","Level":1,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"10 minutes","Range":"Self","Components":"V S","data-DurationNum":6},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Speak with Dead","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: 10 feet Components: V, S, M (burning incense) Duration : 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","properties":{"Category":"Spells","Name":"Speak with Dead","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Speak with Dead","description":"You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead . The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","properties":{"Category":"Spells","Name":"Speak with Dead","Level":3,"Range":"10 feet","School":"Necromancy","Target":"A corpse of your choice within range","Classes":"Bard, Cleric","Duration":"10 minutes","Material":"Burning incense","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":6,"data-description":"You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.<br />Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Speak with Dead","description":"Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","properties":{"Category":"Spells","School":"Necromancy","Name":"Speak with Dead","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Speak with Dead","description":"Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Bard, Cleric, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Speak with Dead\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Speak with Dead\\\",\\\"description\\\":\\\"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\\\\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"burning incense\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Speak with Dead","data-description":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","Level":3,"Casting Time":"Action","Duration":"10 minutes","Range":"10 feet","Components":"V S M","Material":"burning incense","data-CastNum":2,"data-DurationNum":6,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Speak with Inanimate Object","description":"1st-Level Divination (Ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.","properties":{"Category":"Spells","Level":1,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Speak With Inanimate Object","description":"You awaken a spirit that resides inside an inanimate object such as a rock, sign, or table, and can ask it questions. The spirit is neutral toward you unless you've done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations.","properties":{"Category":"Spells","Level":1,"School":"Divination (Ritual; Hieroglyph)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Speak With Inanimate Object","description":"You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Speak with Machines","description":"","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Speak with Plants","description":"You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.","properties":{"Category":"Spells","Name":"Speak with Plants","Level":3,"Range":"Self (30-foot radius)","School":"Transmutation","Target":"Plants within 30 feet of you","Classes":"Bard, Druid, Ranger","Duration":"10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-4,"data-DurationNum":6,"data-description":"You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.<br />You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.<br />Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.<br />If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.<br />This spell can cause the plants created by the entangle spell to release a restrained creature.","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Speak with Plants","description":"3rd-Level Transmutation Casting Time : 1 action Rang e: Self (30-foot radius) Components: V, S Duration : 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plan⁠ts about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the dur⁠ation, causing vines and branches to hinder pursuers, for example. P⁠lants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a p⁠lant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the p⁠lants created by the entangle spell to release a restrained creature.","properties":{"Category":"Spells","Name":"Speak with Plants","Level":3,"School":"Transmutation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Speak with Plants","description":"Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.","properties":{"Category":"Spells","School":"Transmutation","Name":"Speak with Plants","Level":3,"Casting Time":"Action","Components":"V S","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Speak with Plants","description":"Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Speak with Plants\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Speak with Plants\\\",\\\"description\\\":\\\"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\\\\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\\\\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\\\\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"30-foot\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Speak with Plants","data-description":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\nYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\nThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\nIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","Level":3,"Casting Time":"Action","Duration":"10 minutes","Range":"Self","Components":"V S","data-CastNum":2,"data-DurationNum":6,"data-RangeAoe":"Self (30 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spectral Attack","description":"5th-level Necromancy Casting Time: 1 bonus action Range: Target, 120ft Components: V, M (a lock of hair from a dead person) Duration: Concentration, up to 1 minute You invoke spectral ghosts from another plane; the ghosts are invisible and intangible and can’t be interacted with. When you cast the spell, you choose a creature you can see within range; the creature is tormented by the ghosts and must make an INT SAVE or take 3d10 psychic damage and become Frightened by you or another creature until the end of its next turn; on a save, they take half damage and are not Frightened. For the duration, you can use a bonus action on your turn to target the same or a different creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"necromancy","Components":"V, M","Damage Type":"psychic","Casting Time":"1 bonus action","data-RangeAoe":"120 feet"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Spectral Fury","description":"Spectral Fury 3rd-level conjuration (paladin, ranger) Casting Time: 1 action Range: 30 feet Components: V, S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You send forth three spectral duplicates of yourself to strike down enemies within 30 feet of you. You can order them to strike one target or several. Make a melee spell attack for each spectral duplicate. On a hit, a target takes 4d8 damage of your weapon’s damage type. You can then use a bonus action to move up to 30 feet in a straight line towards one of the targets without provoking opportunity attacks, streaking through a spectral trail, and make a single melee weapon attack. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage your spectral duplicates inflict increases by 2d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Spectral Herd","description":"You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained. It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground. While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage. The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spectral Herd","description":"4th-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained. It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground. While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage. The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Spectral Perfume","description":"1st-level abjuration Casting time: 1 action Range: self Components: v, s Duration: 1 hour You call on your connection with spirits and the spiritual to exude a spectral scent similar to that exuded by ghostly undead. Until the spell ends, each undead within 30 feet of you prefers other targets to you, unless you attacked that undead in the last minute. In addition, if you have taken no aggressive action against an undead within the last minute, you have advantage on charisma checks made to influence undead within 30 feet of you.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spectral Slash","description":"Spectral Slash 1st-level conjuration (paladin, ranger) Casting Time: 1 bonus action Range: 20 feet Components: V, S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You send forth a spectral copy of yourself to strike down your foe. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 1d8 damage of your weapon’s damage type. You can then use an action to move up to 20 feet in a straight line towards the target, streaking through a spectral trail, and take the Attack action against it. To use this action, you must attack with a melee weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the range and distance you can move increase by 10 feet for each slot level above 1st. ","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":27461,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Spell Locket","description":"Spell Locket Requirements: Level 10 Casting Time: 10 minute ritual Range: touch Duration: unlimited Cost: 1 WP (invested) per level of the spell slot Create an object that will store a spell effect for one use. Any spell caster can cast that spell for the artist. The artist must decide on a spell slot level when creating the object and must be present when a spell is loaded into that slot by a spellcaster (who must actually expend that spell). It is possible to create an object with a certain level spell slot and then at some later date load it with any spell of that or lesser level (but still only one single spell per object). Use of the spell destroys the object (it will crumble). Only the artist can trigger the spell.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"10 minute ritual","data-RangeAoe":"touch"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Spell Pierce","description":"Choose one magical effect with an area and a duration within range. You suppress the magic of a 1st level or lower’s spell in a 10-foot cube area for the duration. If the area of the spell is larger than this spell’s area, it continues as normal outside of this spell’s area. For the area of a spell of 2nd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you suppress the magic of the spell’s area as described above. On your subsequent turns, you must use your action to maintain this spell, or the spell ends. At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, you automatically supress the effects of a spell’s area if the spell’s level is equal to or less than the level of the spell slot you used.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Spell Siphon","description":"7th-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to siphon the energies of a spell in the process of being cast, interrupting and taking the arcane power for yourself. If the triggering creature is casting a spell of 5th level or lower, its spell fails and has no effect; if it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 15 + the triggering spell’s level. On a success, the triggering spell fails and has no effect. If the triggering creature’s spell fails, you regain an expended spell slot of the failed spell’s level or lower. At Higher Levels. When you cast this spell using a spell slot of a level higher than 7th, you can automatically siphon a spell of a level higher than 5th without needing to make the ability check: a spell of up to 6th level when you cast this spell using an 8th level spell slot, and a spell of up to 7th level when you cast this spell using a 9th level spell slot.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"S","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"60 feet"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spell Thief","description":"Spell Thief 4th-level abjuration Casting Time: 1 reaction, taken when an enemy spellcaster loses or ends concentration within range of you Range: 120 feet Components: V, S Duration: Instantaneous If a spellcaster loses or ends concentration within range on a spell that is of 4th level or lower, you may choose to gain all the benefits of that disrupted spell for 1 minute. The spell thief does not need to maintain concentration on this stolen spell. If the spell is higher than 4th level, make an ability check using your spellcasting ability to gain that spell’s benefits. The DC equals 10 + the spell’s level. At Higher Levels. If you use a spell slot of 5th level or higher, you do not need to make the ability check if the disrupted spell is of that spell level or lower.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":25792,"Components":"V, S","Casting Time":"1 reaction, taken when an enemy spellcaster loses or ends concentration within range of you","data-RangeAoe":"120 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Spell Void","description":"9th-level necromancy Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: V, S, M (an obsidian marble worth at least 1 gp, which the spell consumes) Duration: Concentration, up to 1 minute You flick the marble used for this spell’s material component into the triggering creature’s space. The marble then implodes, opening a hole in reality that consumes all magic that passes near it, including the creature’s spell. The creature’s spell fails and has no effect, as its magic is sucked into the void created by the hole. The hole remains until the start of your next turn or the spell ends. For the duration, whenever a creature within 60 feet of the hole attempts to cast a spell, or a spell is cast targeting a creature within 60 feet of the hole, the spell fails and has no effect, its magic being sucked into the void. When the hole consumes a spell of 1st level or higher, if the caster has remaining spell slots of the level it used to cast the spell, the caster must succeed on an ability check using its spellcasting ability against your spell save DC or have even more of its magic drained from it. If a creature fails this ability check, each of its remaining spell slots of that level are expended with no effect. This spell can’t be interrupted or be caused to fail by other spells, such as counterspell or dispel magic . This spell still ends if you lose concentration due to a spell.","properties":{"Category":"Spells","Level":9,"School":"necromancy","Components":"V, S, M","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spell-Shattering Strike","description":"Abjuration cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects, and if the target is concentrating on a spell, the attack deals an additional 1d8 force damage. The spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes if it is concentrating on a spell increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8/3d8) and 17th level (3d8/4d8).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spellhunt Step","description":"2nd-level conjuration Casting time: 1 reaction, which you take when you are hit by a spell attack or when you fail a saving throw against a spell Range: 30 feet Components: v Duration: instantaneous As the spell strikes you, you teleport yourself to the spellcaster, provided the spellcaster is within range and the triggering spell didn’t leave you incapacitated. If you can see the spellcaster, you appear in an unoccupied space of your choice within 5 feet of the spellcaster. If you can’t see the spellcaster, the spellcaster must succeed on an intelligence saving throw or you appear in the nearest unoccupied space within 5 feet of the spellcaster. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 reaction, which you take when you are hit by a spell attack or when you fail a saving throw against a spell","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Sphere of Corruption","description":"8th-level Necromancy Casting Time: 1 Action Range/Area: Self (60 ft sphere) Components: V, S Duration: 3 Rounds, Concentration You create a 20 ft. radius sphere of swirling dark energy centered on yourself. Any creature but you that ends its turn in the sphere must make a Constitution saving throw. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. At the start of your next turn, the sphere expands to a 40 ft. radius. At the start of your third turn, the sphere expands to a 60 ft. radius. The sphere disappears at the end of your third turn. A humanoid killed by this spell rises at the start of your next turn as a zombie or similar undead creature. Although it is not controlled by you, it is not hostile to you. Instead, it will shuffle off towards the nearest living creature outside the sphere of corruption.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"necromancy","Expansion":32955,"Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (60 ○)"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sphere of Death","description":"","properties":{"Category":"Spells","Save":"Wisdom ","Level":4,"School":"necromancy","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sphere of Silence","description":"You create a magical, invisible sphere centered at any point you can see within 100 feet. For the duration of the spell, any sound created within the 20-foot radius cannot be perceived using any means by any creature outside the sphere. Creatures within the sphere may cast a spell that includes a verbal component that affects a target outside of the sphere, however. Sphere of Silence may be dismissed.","properties":{"Category":"Spells","Level":2,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Spider Climb","description":"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.","properties":{"Category":"Spells","Name":"Spider Climb","Level":2,"Range":"Touch","School":"Transmutation","Target":"One willing creature you touch","Classes":"Artificer, Sorcerer, Warlock, Wizard","Duration":"Up to 1 hour","Material":"A drop of bitumen and a spider","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spider Climb","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a drop of bitumen and a spider) Duration : Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.","properties":{"Category":"Spells","Name":"Spider Climb","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spider Climb","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (a drop of bitumen and a spider) Duration : Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.","properties":{"Category":"Spells","Name":"Spider Climb","Level":2,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spider Climb","description":"Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed . Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.","properties":{"Category":"Spells","School":"Transmutation","Name":"Spider Climb","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spider Climb","description":"Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Spider Climb\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Spider Climb\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. 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The target also gains a Climb Speed equal to its Speed.\\\",\\\"changeMode\\\":\\\"Override\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Spider Climb","data-description":"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S M","Material":"a drop of bitumen and a spider","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spider Song","description":"You sing a piping tune and conjure shadows into enormous, ever-growing webs. The area within a 20-foot cube within range is filled with shadows, and the area is lightly obscured and provides half cover to any creature within. You may create a new cube of shadows in range every other round so long as you retain concentration, in which case the previous cube disappears 1 round later. Cubes can overlap but there is no cumulative effect from it. Each creature that enters the area or starts its turn in the area must make a Dexterity saving throw. On a failed save, the creature is incapacitated for as long as it remains in the shadows or until it breaks free. A creature incapacitated by the shadows can make a Strength check each round against your spell save DC. If it succeeds, it is no longer incapacitated. The shadows can be removed from a single 20-foot cube with a daylight spell.","properties":{"Category":"Spells","Level":4,"School":"conjuration (shadow)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Spider Song","description":"4th-level conjuration Casting time: 1 action Range: 60 feet Components: v, m (a leg from a spider or a tiny lute strung with spider silk) Duration: concentration, up to 10 minutes You sing a piping tune and conjure shadows into enormous, ever-growing webs. The area within a 20-foot cube within range is filled with shadows, and the area is lightly obscured and provides half cover to any creature within. You may create a new cube of shadows in range every other round so long as you retain concentration, in which case the previous cube disappears 1 round later. Cubes can overlap but there is no cumulative effect from it. Each creature that enters the area or starts its turn in the area must make a dexterity saving throw. On a failed save, the creature is incapacitated for as long as it remains in the shadows or until it breaks free. A creature incapacitated by the shadows can make a strength check each round against your spell save dc. If it succeeds, it is no longer incapacitated. The shadows can be removed from a single 20-foot cube with a daylight spell.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spike Growth","description":"The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.","properties":{"Category":"Spells","Name":"Spike Growth","Level":2,"Range":"150 feet","School":"Transmutation","Target":"A 20-foot radius centered on a point within range","Classes":"Druid, Ranger","Duration":"Up to 10 minutes","Material":"Seven sharp thorns or seven small twigs, each sharpened to a point","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":150,"data-DurationNum":5,"data-description":"The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spike Growth","description":"2nd-Level Transmutation Casting Time : 1 action Rang e: 15 0 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration : Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.","properties":{"Category":"Spells","Name":"Spike Growth","Level":2,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spike Growth","description":"Level 2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","properties":{"Category":"Spells","School":"Transmutation","Name":"Spike Growth","Level":2,"Casting Time":"Action","Components":"V S M","Damage Type":"Piercing","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spike Growth","description":"Level 2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Piercing Damage","Spell Attack":"None","filter-Level":2,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Spike Growth\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Spike Growth\\\",\\\"description\\\":\\\"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. 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When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\\\"}\"},{\"name\":\"Spike Growth Free Attack\",\"parent\":\"Spike Growth\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spike Growth\\\",\\\"autoHit\\\":true,\\\"description\\\":\\\"When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Spike Growth Damage\",\"parent\":\"Spike Growth Free Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Spike Growth","data-description":"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"150 feet","Components":"V S M","Material":"seven thorns","data-CastNum":2,"data-RangeNum":150,"data-AttackType":"Spell Attack","Damage":"2d4","Damage Type":"Piercing","data-RangeAoe":"150 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spike Wire","description":"You hurl a magical dart at a single creature within range. Make a ranged spell attack. On a hit, you deal 1d6 lightning damage to the target. Until the start of your next turn, any time the hit target would take lightning damage or damage from a weapon attack, the target takes an additional 1d6 lightning damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial lightning damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Spiked Barricade","description":"With a word, you create a barricade of pointed, wooden poles, also known as a cheval de frise, to block your enemies’ progress. The barricade is composed of six 5-foot cube barriers made of wooden spikes mounted on central, horizontal beams. Each barrier doesn’t need to be contiguous with another barrier, but each barrier must appear in an unoccupied space within range. Each barrier is difficult terrain, and a barrier provides half cover to a creature behind it. When a creature enters a barrier’s area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 piercing damage. The barriers are objects made of wood that can be damaged and destroyed. Each barrier has AC 13, 20 hit points, and is vulnerable to bludgeoning and fire damage. Reducing a barrier to 0 hit points destroys it. If you maintain your concentration on this spell for its whole duration, the barriers become permanent and can’t be dispelled. Otherwise, the barriers disappear when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of barriers you create increases by two for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Spin","description":"You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment (clockwork)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spin","description":"You target a creature within 60 feet and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. If the saving throw fails, the creature spins in place for the duration of the spell. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect with a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on attack rolls and ability checks until one round after it stops spinning.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment (Clockwork)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Spin","description":"2nd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Spinning Axes","description":"Spinning axes made of luminous force burst out from you in a ring shape, striking all creatures within 10 feet of you. Each creature within 10 feet of you takes 5d8 force damage, or half damage with a successful Dexterity saving throw. Creatures that aren’t undead or constructs and that are damaged by this spell begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of its turn. Bleeding can be stopped by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by any amount of magical healing or regeneration. Bleeding stops automatically after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (Ring)","Components":"V S M","Damage Type":"Force","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Spinning Axes","description":"Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (ring)","Expansion":5764,"Components":"V, S, M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spinning Axes","description":"4th-Level Evocation Casting Time: 1 action Range: Self Components: V, S, M (an iron ring) Duration: Instantaneous Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Spiny Shield","description":"1st-level abjuration Casting Time: 1 reaction Range: Self Components: V, S, M (a small quill) Duration: 1 round An ethereal barrier of spikes, made of magical force, interposes itself between you and an attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage your are dealt by 2d4, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as half cover) against them for the duration. At Higher Levels. When you cast this spell using a spell slot above 1st level, increase the spell’s effect by an additional 1d4 for every slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 reaction","data-RangeAoe":"Self"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Spiral Defender","description":"As a reaction, you activate a group of small energy shields that spiral upward around your body to deflect an incoming attack from a target you choose. The target’s attack has disadvantage to its attack roll.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Casting Time":"1 reaction, which you take when you are targeted by an attack but before the roll is made.","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spire Of Stone","description":"You cause a spire of rock to burst out of the ground or other surface beneath your feet. The spire is as wide as your space and can rise up to 20 feet in height, lifting you atop itself. A creature within 5 feet of you when the spire appears must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet, to a total maximum height of 40 feet. If you move off the spire, it immediately collapses into the ground. When the spire disappears, it leaves the surface it sprang from unharmed. You can create a new spire as a bonus action for the duration of the spell.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"Conjuration (Elemental)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Spirit Balm","description":"2nd-level conjuration Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous You call on a divine spirit or a spirit of nature to heal your wounds and calm your mind. You and one willing creature you can see within range regain a number of hit points equal to your spellcasting ability modifier, and you can choose to end either the charmed or frightened condition on each of you. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spirit Guardians","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration : Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Spirit Guardians","Save":"Wisdom","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"Radiant/Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spirit Guardians","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: Self (15-foot radius) Components: V, S, M (A holy symbol) Duration : Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Spirit Guardians","Save":"Wisdom","Level":3,"School":"Conjuration","Components":"V S M","Damage Type":"Radiant/Necrotic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spirit Guardians","description":"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral , their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil ). On a successful save, the creature takes half as much damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Spirit Guardians","Level":3,"Range":"Self (15-foot radius)","Damage":"3d8","School":"Conjuration","Target":"Self (15-foot radius)","Classes":"Cleric","Duration":"Up to 10 minutes","Material":"A holy symbol","data-List":"false","Components":"V S M","Damage Type":"Radiant/Necrotic","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-5,"data-DurationNum":5,"data-description":"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","Higher Spell Slot Dice":1,"data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spirit Guardians","description":"Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation , and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw . On a failed save , the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save , the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Name":"Spirit Guardians","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","Damage Type":"Radiant or Necrotic","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spirit Guardians","description":"Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Wisdom Save, Radiant Damage, Necrotic Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Spirit Guardians\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Spirit Guardians\\\",\\\"description\\\":\\\"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\\\\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a prayer scroll\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"15 foot\\\"}}\"},{\"name\":\"Spirit Guardians Condition\",\"parent\":\"Spirit Guardians\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Spirit Guardians\\\",\\\"description\\\":\\\"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\\\"}\"},{\"name\":\"Spirit Guardians Attack\",\"parent\":\"Spirit Guardians\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spirit Guardians\\\",\\\"description\\\":\\\"Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. A creature makes this save only once per turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil).\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"15 foot\\\"}}\"},{\"name\":\"Spirit Guardians Damage\",\"parent\":\"Spirit Guardians Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant or Necrotic\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Spirit Guardians Damage Upcast\",\"parent\":\"Spirit Guardians Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Spirit Guardians","data-description":"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"Self","Components":"V S M","Material":"a prayer scroll","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.","data-CastNum":2,"Save":"Wisdom","Damage":"3d8","Damage Type":"Radiant or Necrotic","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spirit Mantle","description":"You encase a touched creature with a mantle of spirits. For the spell’s duration, the target gains 1d6 temporary hit points at the start of each of its turns and deals an additional 1d6 damage with any melee weapon attacks it hits with. The target also can’t be charmed, frightened, or possessed by any creature that it can see. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Spirit of Death","description":"4th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death) Duration: Concentration, up to 1 hour You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Spirit Shroud","description":"3rd-Level Necromancy Casting Time : 1 bonus action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":8257,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spiritual Weapon","description":"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.","properties":{"Category":"Spells","Name":"Spiritual Weapon","Level":2,"Range":"60 feet","Damage":"1d8","School":"Evocation","Target":"See text","Classes":"Cleric","Duration":"1 minute","data-List":"false","Components":"V S","Damage Type":"Force","Casting Time":"1 bonus action","Spell Attack":"Melee","data-CastNum":0,"data-RangeNum":60,"data-DurationNum":4,"data-description":"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.","Add Casting Modifier":"Yes","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.","Higher Spell Slot Dice":0.49,"data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spiritual Weapon","description":"2nd-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V, S Duration : 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack⁠⁠ against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn⁠, you can move the weapon up to 20 feet and repeat the attack⁠ against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.","properties":{"Category":"Spells","Name":"Spiritual Weapon","Level":2,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spiritual Weapon","description":"2nd-Level Evocation Casting Time : 1 bonus action Rang e: 60 feet Components: V, S Duration : 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack⁠⁠ against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn⁠, you can move the weapon up to 20 feet and repeat the attack⁠ against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.","properties":{"Category":"Spells","Name":"Spiritual Weapon","Level":2,"School":"Evocation","Expansion":4415,"Components":"V S","Damage Type":"Force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spiritual Weapon","description":"2nd-Level Evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Spiritual Weapon","description":"Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier . As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Name":"Spiritual Weapon","Level":2,"Casting Time":"Bonus Action","Components":"V S","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spiritual Weapon","description":"Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Force Damage, Attack vs AC","Spell Attack":"Melee","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Spiritual Weapon\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Spiritual Weapon\\\",\\\"description\\\":\\\"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\\\\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Bonus Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Spiritual Weapon Condition\",\"parent\":\"Spiritual Weapon\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Spirtual Weapon\\\",\\\"description\\\":\\\"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration.\\\"}\"},{\"name\":\"Spiritual Weapon Attack\",\"parent\":\"Spiritual Weapon\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spiritual Weapon\\\",\\\"description\\\":\\\"The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Spiritual Weapon Damage\",\"parent\":\"Spiritual Weapon Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Spiritual Weapon Bonus Action\",\"parent\":\"Spiritual Weapon Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Move Spiritual Weapon\\\",\\\"description\\\":\\\"As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Spiritual Weapon Damage Upcast\",\"parent\":\"Spiritual Weapon Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":3,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Bonus Action","filter-Concentration":"Yes","Name":"Spiritual Weapon","data-description":"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.","Level":2,"Casting Time":"Bonus Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"60 feet","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.","data-RangeNum":60,"data-AttackType":"Spell Attack","Damage":"1d8","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spite","description":"You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell’s duration, it takes 3d6 psychic damage. Then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Spiteful Blow","description":"A fist of force appears above the ground and smashes down with incredible power on a point you can see within range. All creatures within a 10-foot-radius, 40-foot-high cylinder centered on the point must make a Dexterity saving throw. A target takes 10d10 force damage and is knocked prone on a failed save, or half as much damage without being knocked prone on a successful one. All unattended objects in the area are destroyed. The fist ignores terrain features such as ceilings and walls, moving through them in a nonphysical manner. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Spiteful Weapon","description":"You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing. At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spiteful Weapon","description":"You create a connection between the target of the spell (“target”), a creature that attacked and injured the target in the last 24 hours (“attacker”), and a melee weapon that was used successfully in the attack (“weapon”), all of which must be within the spell's range of you when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target takes the same amount and type of damage; a successful Charisma saving throw by the target halves the damage it takes, with each attack calling for a new saving throw. The attacker can even turn the weapon against himself or herself and cause identical damage to the target. Self-inflicted wounds hit automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing. At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast with a 5th-level slot.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"Necromancy (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Spiteful Weapon","description":"3rd-Level Necromancy Casting Time: 1 action Range: 25 feet Components: V, S, M (a melee weapon that has been used to injure the target) Duration: Concentration, up to 5 rounds You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing. At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Spoil Food and Water","description":"3rd-level conjuration Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous You spoil 45 pounds of food, grain, or seeds and 30 gallons of water, ale, or other potable drinks on the ground or in containers within range, normally enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food becomes moldy, rotten, vermin-infested, or liquified. The water is filthy and foul-smelling, and any creature consuming either the food or the beverage is ill for the next 24 hours, moving at half speed and with disadvantage on all ability checks and saving throws. At higher levels. If cast at 4th level, you spoil up to 150 pounds of food and 100 gallons of beverage. If cast at 5th level, you spoil up to 500 pounds of food and 300 gallons of beverage.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spoof Command","description":"You attempt to bluff the security protocol of an automaton or construct you can see within range. This power has no effect on targets with an Intelligence of 2 or less. The target must make an Intelligence saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it regards you as a friendly acquaintance for the duration. The effect immediately ends if you or your companions attack the target. When the effect ends, the target knows it was under the effect of this power. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional automaton or construct for each rank above 2. They must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spore Cloud","description":"You produce a cloud of virulent spores. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d4 poison damage. A creature that fails the saving throw by 5 or more is poisoned until the end of its next turn. The spell’s damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).","properties":{"Category":"Spells","Level":0,"School":"Biomancy* cantrip (*can be replaced with conjuration)","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Spores of Madness","description":"You exhale a cloud of spores in a 15-foot cone. The cloud moves away from you at 10 feet per round, rolling along the surface of the ground at the start of each of your turns in the same direction it last moved. As a bonus action on your turn, you can move the cloud up to 10 feet and change its direction. The cloud spreads around corners. It lasts for the duration or until strong wind disperses the cloud, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw and a Wisdom saving throw. Creatures are affected even if they hold their breath or don’t need to breathe. A creature takes 5d8 poison damage on a failed Constitution save, or half as much damage on a successful one. The cloud of spores also assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or be affected by the cloud. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.","properties":{"Category":"Spells","Level":8,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Spray","description":"1st-level conjuration Casting time: 1 action Range: self (30-foot line) Components: v, s Duration: instantaneous You conjure a powerful torrent of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a strength saving throw. On a failed save, the creature suffers 3d6 bludgeoning damage, is pushed up to 15 feet away from you in a direction following the line, and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spray of Cards","description":"2nd-Level Conjuration Casting Time : 1 action Range: Self (15-foot cone) Components: V, S, M (a deck of cards) Duration: Instantaneous You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Spray of Glass","description":"Evocation cantrip Casting time: 1 action Range: self (10-foot cube) Components: v Duration: instantaneous You cause a spray of sharp glass shards to extend in front of you. The glass takes any color or shape you wish. Each creature in a 10-foot cube must succeed on a dexterity saving throw or take 1d4 piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"evocation","Components":"V","Damage Type":"piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Springheel","description":"Transmutation cantrip Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the start of your next turn, and you can make a running high jump or a running long jump without a running start.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Expansion":26275,"Components":"V","Casting Time":"1 bonus action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sprite Beam","description":"A beam of energy surrounded by a chain of digital code streaks toward a creature within range. Make a ranged channeling attack against the target. On a hit, the target takes 1d10 force damage. The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","properties":{"Category":"Spells","Level":0,"School":"Alteration","Expansion":27051,"Damage Type":"force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spur Mount","description":"You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spur Mount","description":"You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Battle)","Components":"V S M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Spur Mount","description":"1st-Level Transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (an apple or a sugar cube) Duration: 1 round You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Spy","description":"Divination cantrip Casting time: 1 action Range: 5 feet Components: v Duration: 1 minute You create an inter-dimensional opening the size of a spyglass lens in a space you can see within range. A similar opening appears in a space within 120 feet of you that you have visited in the last hour. Any creature can look into either opening and see through the opposite opening as if the creature were in the opening’s space.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Spy My Shadow","description":"You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects. You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Spy My Shadow","description":"You whisper a fey rhyme to your shadow, bringing it to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two‑dimensional and cannot interact with physical objects. You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Spy My Shadow","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects. You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced Senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"St Blusen's Reaver Spirit","description":"You inspire allies to fight with the savagery of berserkers. You and allies you can see within range have: advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons; and a +2 bonus to damage with melee weapons. When the spell ends, all affected creatures must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, the melee damage bonus increases by 1 for each slot level above 2nd.","properties":{"Category":"Spells","Level":3,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"St Parvalas's Risen Road","description":"When you cast this spell, you open a glowing portal into the Plane of Shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can’t rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of St. Parvalas’s risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM. See page 272 for further details on shadow roads.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"50 miles"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"St Whiteskul's Borrowing","description":"By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that’s been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time. At Higher Levels . When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Stabilize","description":"When you activate this power on a living creature with 0 hit points, that creature becomes stable. This technique has no effect on automatons or constructs.","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Staff of Violet Fire","description":"4th-Level Evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (mummy dust) Duration: Concentration, but see description You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell. This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects: By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage. By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each. The staff disappears and the spell ends when all the staff’s charges have been expended or if you stop concentrating on the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Staff Of Violet Fire","description":"You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell. This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects: By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage. By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each. The staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Staggering Note","description":"You unleash a single shrill chord or word at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Constitution saving throw or take 1d6 thunder damage and is moved 5 feet in a direction of your choosing. This movement does not provoke opportunity attacks. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). When you cast the spell, a loud note, audible from as far away as 100 feet, emanates from the target creature.","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Staggering Smite","description":"4th-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack⁠ during this spell’s duration, your weapon pierces both body and mind, and the attack⁠ deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack⁠ rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Spells","Name":"Staggering Smite","Save":"Wisdom","Level":4,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Staggering Smite","description":"Level 4 Enchantment (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: Instantaneous The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Enchantment","Name":"Staggering Smite","Level":4,"Casting Time":"Bonus Action","Components":"V","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Stalker’s Eye","description":"A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defences. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage . After it makes an attack, the spell ends. This spell augments the creature’s ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.","properties":{"Category":"Spells","Level":0,"School":"Enchantment cantrip","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Stanch","description":"The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Stanch","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Stanch","description":"The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"touch"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Star's Heart","description":"This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they're holding in their hands, fall prone, become incapacitated, and can't move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage; success means the creature takes 4d6 bludgeoning damage but it's no longer incapacitated and it can move at half-speed. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn't reduced once they recover from incapacitation.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Transmutation (Illumination)","Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"50 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Star's Heart","description":"This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed. All ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as flaming sphere. A creature under the influence of a freedom of movement spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"Transmutation (illumination)","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"50 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Star’s Heart","description":"9th-Level Transmutation Casting Time: 1 action Range: 50 feet Components: V, S, M (an ioun stone) Duration: 1 minute This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed. All ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as flaming sphere. A creature under the influence of a freedom of movement spell or comparable magic has advantage on the Strength saving throws required by this spell, and its Speed isn’t reduced once it recovers from being incapacitated.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Starburst","description":"You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote's 5-foot space. A successful Charisma saving throw negates the damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Starburst","description":"You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage. This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Starburst","description":"Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage. This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.","properties":{"Category":"Spells","Save":"Charisma","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Starfall","description":"You cause bolts of shimmering starlight to fall from the heavens, striking up to five targets within 60 feet of you and in your sight. Each bolt strikes one creature, doing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A successful Dexterity saving throw reduces damage to half and prevents blindness and being knocked prone. If there are fewer than five targets, excess bolts strike the ground harmlessly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Evocation (Illumination)","Components":"V S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Starfall","description":"You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"Evocation (illumination)","Expansion":5764,"Components":"V, S","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Starfall","description":"5th-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Starfall","description":"You send a streak of sidereal light at a target creature you can see within range. The creature can make a Dexterity saving throw. On a failure, the creature takes 8d10 radiant damage, or half as much on a success. All creatures within 60 feet of the target creature that currently have a spell affecting the target, have a spell that was cast by the target that is affecting them, cast a spell to create the target, cast a spell to summon the target, or were summoned or created by a spell cast by the target must also make a Dexterity saving throw. If the secondary targets fail their Dexterity saving throw, they take 6d10 radiant damage or half if they succeed. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Starfall","description":"Starfall 5th-level enchantment (druid, sorcerer, wizard) Casting Time: 1 bonus action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You create a violent star shower. When you cast this spell and as a bonus action on your subsequent turns, you can bring down stars on creatures of your choice within 30 feet of you. Each creature struck by a star takes 1d10+1 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.","properties":{"Category":"Spells","Level":5,"School":"enchantment","Components":"V, S","Damage Type":"radiant","Casting Time":"1 bonus action"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Starlight Cannonball","description":"","properties":{"Category":"Spells","Level":2,"School":"Illusion","Expansion":32048,"Components":"V, S","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 ft (15 ○)"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Starry Vision","description":"As compelling fate except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to a minute). At the end of each of its turns, the target repeats the Charisma saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the bonus to AC increases by 1 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"Divination (Illumination)","Components":"V M","Casting Time":"1 reaction, which you take when an enemy starts its turn","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Starry Vision","description":"This spell acts as compelling fate, except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"Divination","Expansion":5764,"Components":"V, M","Casting Time":"1 reaction, which you take when an enemy starts its turn"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Starry Vision","description":"7th-Level Divination Casting Time: 1 reaction, which you take when an enemy starts its turn Range: 100 feet Components: V, M (a sprinkle of gold dust worth 400 gp) Duration: Concentration, up to 1 minute This spell acts as compelling fate, except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Charisma","Level":7,"School":"divination","Components":"V, M","Casting Time":"1 reaction, which you take when an enemy starts its turn"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Starry Wisp","description":"Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target . On a hit, the target takes 1d8 Radiant damage , and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","School":"Evocation","Name":"Starry Wisp","Level":0,"Casting Time":"Action","Components":"V S","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Starry Wisp","description":"Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","properties":{"Category":"Spells","Level":0,"Range":"60 feet","Damage":"1d8","School":"Evocation","Target":"one creature or object within range","Classes":"Bard, Druid","Duration":"Instantaneous","Expansion":33335,"data-List":"false","Components":"V S","Damage Type":"Radiant","filter-Tags":"Attack vs AC, Radiant Damage","Casting Time":"Action","Spell Attack":"Ranged","filter-Level":"Cantrip","filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Starry Wisp\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Starry Wisp\\\",\\\"description\\\":\\\"You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. 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Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"data-AttackType":"Spell Attack","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Stasis Field","description":"Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. At Higher Ranks. When you use this power at rank 3 or higher, you can target one additional humanoid for each rank above 2. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Static Circle","description":"You extend your arms outward, emitting short streams of electrostatic energy. Each creature of your choice within 5 feet of you must succeed on a Constitution saving throw or take 1d6 lightning damage. This power’s power increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Level":0,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Static Shock","description":"You cause a jolt of electricity to surge from you into a single creature you touch. Make a melee spell attack. On a hit, the creature takes 1d8 lightning damage. The creature takes additional damage equal to the number of creatures adjacent to it. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Steadfast","description":"Your spell makes it harder to knock you down or to unseat you if you are mounted. You gain advantage on saving throws against spells and on Strength (Athletics) or Dexterity (Acrobatics) skill checks against grappling creatures and effects that attempt to push you or force you to become prone. You also gain advantage on saving throws and ability checks against any effect that would force you to fall from the back of your mount.","properties":{"Category":"Spells","Level":3,"School":"evocation","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Steady","description":"1st-level transmutation Casting time: 1 bonus action Range: self Components: v, s Duration: 1 minute You imbue yourself with magical balance and surety of foot. For the duration, you have advantage on ability checks and saving throws against being knocked prone and on ability checks and saving throws made to escape a grapple. In addition, you spend only 5 feet of movement to stand up from being prone.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Steal Memories","description":"4th-level enchantment Casting time: 1 action Range: 60 feet Components: v, s Duration: 24 hours You attempt to steal another creature’s memories. One creature that you can see within range must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the target succeeds on the saving throw by 5 or more, it knows that you tried to access its memories, and it can’t be affected by this spell again for 24 hours. On a failed save, you steal one of the target’s memories for 24 hours. You must specify the type of memory you are trying to steal, and it must be a single event lasting no more than 1 minute, such as “the assassination of the arch duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory doesn’t exist in the mind of the target, the spell fails. If the memory exists, you gain the full memory as if you experienced it yourself, including any sensations the target experienced. Until the spell ends, the target can’t recall the memory. When the spell ends, the memory returns to the target, and you can no longer recall it.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Steal Warmth","description":"When you cast steal warmth after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Necromancy (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, which you take when you take cold damage from magic.","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Steal Warmth","description":"3rd-Level Necromancy Casting Time: 1 reaction, which you take when you take cold damage from magic Range: Self Components: V, S Duration: Instantaneous When you cast steal warmth after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain Hit Points equal to the amount of cold damage taken by the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 reaction, which you take when you take cold damage from magic"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Stealth Scan","description":"For the duration, you can see creatures and objects made invisible by stealth tech or esper powers. They appear to you as if they were visible. Intangible creatures and objects appear ghostly and transparent. You can also see hidden openings such as spatial portals leading to other locations or into an extradimensional space.","properties":{"Category":"Spells","Level":2,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Stealth Sentry","description":"You launch a micro-drone which fires an energy beam at hostile targets. It hovers for the duration in an unoccupied space of your choice that you can see within range. The tiny drone is considered invisible and can only be disabled by an unravel effect or by inflicting at least 30 hp of damage from a talent or technique of Rank 4 or higher. Any creature hostile to you that moves to a space within 10 feet of the drone for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The drone loses power and disintegrates when it has dealt a total of 60 hp of damage.","properties":{"Category":"Spells","Level":4,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Steam Blast","description":"You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Steam Blast","description":"You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area take 5d8 fire damage, or half damage with a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished and everything becomes wet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (Clockwork)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Steam Blast","description":"4th-Level Evocation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a tiny copper kettle or boiler) Duration: Instantaneous You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Steam Gout","description":"You create a gout of billowing steam in a 40-foot-tall cylinder with a 5-foot radius centered on a point on the ground you can see within range. Exposed flames in the area are doused. Each creature in the area when the gout first appears must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and falls prone. On a successful save, the creature takes half as much damage and doesn’t fall prone. The gout then covers the area in a sheen of slippery water. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8, and you can create one additional gout of steam for each slot level above 3rd. A creature in the area of more than one gout of steam is affected only once.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Steam Whistle","description":"You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Evocation (Clockwork)","Components":"V S M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Steam Whistle","description":"You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Evocation (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Steam Whistle","description":"8th-Level Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a small brass whistle) Duration: Instantaneous You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Steel Barricade","description":"A solid steel wall appears at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing solid material, such as stone, reinforced polymer, tempered glass, or metal. Thus, you can use this power to bridge a chasm or create a ramp. You can adjust the shape of the corners to create curves and angles to fit within available spaces. The steel wall can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. The steel, though durable, cannot be suitably used to create other objects and does not provide adequate value to be sold. If you maintain your concentration on this power for its whole duration, the wall becomes permanent and can’t be unraveled. Otherwise, the wall disappears when the effect ends.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Steel Wind Strike","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 30 feet Components: S, M (a melee weapon worth at least 1 sp) Duration : Instantaneous You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.","properties":{"Category":"Spells","Level":5,"School":"Conjuration","Expansion":6,"Components":"S M","Damage Type":"Force","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Steel Wind Strike","description":"Level 5 Conjuration (Ranger, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a Melee weapon worth 1+ SP) Duration: Instantaneous You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target . On a hit, a target takes 6d10 Force damage . You then teleport to an unoccupied space you can see within 5 feet of one of the targets.","properties":{"Category":"Spells","School":"Conjuration","Name":"Steel Wind Strike","Level":5,"Casting Time":"Action","Components":"S M","Damage Type":"Force"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Steelskin","description":"6th-level abjuration Casting Time: 1 Action Range/Area: Touch Components: V, S, M (adamantine ingot worth 200 gp) Duration: 1 hour, Concentration This spell turns the flesh of a willing creature you touch as hard as adamantine steel alloy, increasing AC while unarmored by +2. Until the spell ends, the target has immunity to nonmagical bludgeoning, piercing, and slashing damage. The target’s unarmed attacks deal an additional 1d10 bludgeoning damage and count as magical weapons.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Expansion":32955,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Stellar Bodies","description":"4th-level evocation Casting Time: 1 action Range: Special, see text Components: V, S Duration: 1 minute You create two small stars that orbit you. They twinkle pleasantly, shedding dim light in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take 1d8 points of radiant damage for each star orbiting you. Once per round, on your turn, you may use your action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet, dealing 4d8 points of radiant damage on a hit. The target must then make a Constitution saving throw or be blinded until the start of your next turn. The spell ends when either its duration expires, you fall unconscious, or you have expended all of your stars. At Higher Levels. When you cast this spell using a spell slot above 4th level, you may create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of dim light centered on you increases by 5 feet.","properties":{"Category":"Spells","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Stench","description":"Emanating from a point within range, a noxious, 20-foot-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures’ skin. When a creature enters the spell’s area for the first time on its turn or starts its turn there, it must make a Constitution saving throw . It takes 3d6 poison damage and becomes poisoned until the end of its next turn on a failure, or takes half as much damage and is not poisoned on a success. Whilst poisoned in this way, a creature has disadvantage on saving throws made to maintain its concentration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":23695,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Stench Bolt","description":"Stench Bolt Conjuration cantrip Casting Time : 1 action Range : 30 feet Components : V, S, M (a bit of smelly mud, or a stench cabbage leaf) Duration : 1 minute Make a ranged spell attack against the target creature. On a hit, the target emits a foul organic stench. The target and all creatures within 10 feet make all attack, ability checks and saving throws at disadvantage due to the nauseating effect of the stench. If the attack misses, the bolt targets a nearby unoccupied square. All creatures within 10 feet of that square make all attacks, ability checks and saving throws at disadvantage. However, creatures are able to move away from the offending stench on their next turn. You can target one additional creature at 5th level (2 total), 11th level (3 total), and 17th level (4 total).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":18098,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Stench of Rot","description":"Choose one creature you can see within range that isn’t a construct or undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A remove curse spell or similar magic ends the spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"necromancy","Expansion":5494,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Stench of Rot","description":"","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Necromancy","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Stench of Rot","description":"2nd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s, m (a live maggot) Duration: 1 hour Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all charisma checks and on constitution saving throws to maintain concentration on spells. A creature with the keen smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its wisdom (perception) or wisdom (survival) checks to find the target. A remove curse spell or similar magic ends the spell early. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Step Like Me","description":"Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Step Like Me","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Step Like Me","description":"1st-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (blood, hair, or a personal item of target) Duration: 24 hours Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Stick","description":"You create a magical glue that has immense sticking power on the ground within range. Until the spell ends, the magical glue covers a 5-foot square centered on a point within range. Any creature in the glue’s space when you cast the spell must succeed on a Strength saving throw or its speed becomes 0, and it can’t benefit from any bonus to its speed. A creature must also make the saving throw when it moves into the glue’s space for the first time on a turn or ends its turn there. Any objects in its area that aren’t being worn or carried become glued to the ground, requiring a Strength (Athletics) check to remove the item from the ground. If you cast this spell multiple times, you can only have up to one glue active at a time, and any spaces currently occupied by glue created by you casting this spell end immediately if you cast this spell again.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sticks to Snakes","description":"4th-level transmutation Casting Time: 1 action Range: 30 feet Components: S, M (a staff or bundle of sticks worth at least 1 cp) Duration: Concentration, up to 1 minute You transform a staff or bundle of sticks into serpents. When you do, choose an unoccupied space within 30 feet to throw the staff or bundle of sticks. The effect of this spell varies based on the material component used to cast it. When you throw a staff, it transforms into a giant constrictor snake . When you throw a bundle of sticks, it transforms into a swarm of poisonous snakes . The creature’s current and maximum hit points increase by 2d8 when it is created. The created snake or swarm is friendly to you and your companions. Roll initiative for the creature. It obeys any verbal commands you issue it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the snake or swarm has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the snake or swarm’s DC was already higher. At the end of the spell, or if the snake or swarm is reduced to 0 hit points, it turns into a broken staff or snapped bundle of sticks, respectively. At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures appear: twice as many with a 6th- or 7th-level slot and three times as many with an 8th- or 9th-level slot.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sticks to Snakes","description":"You transform a handful of sticks into poisonous snakes as you hurl them at targets within range. You can hurl them into any space within range. The snakes can share a space with any creature, even if hostile. The snakes are statistically identical to the poisonous snake in the Monster Manual except that its attack bonus is equal to your spell attack modifier and the save DC for its bite is equal to your spell save DC. The snakes can make a bite attack or move immediately after you cast this spell. On each turn that you concentrate on this spell, you can use your action to make a single attack with with each snake and you can use your bonus action to move each snake its speed or to make an attack with a single snake.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Still Water","description":"3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: S, M (translucent glass sphere filled with gelatin which is not consumed during casting) Duration: 3 minutes If you are completely submerged in a liquid and cast this spell, then you target a 30-foot-radius sphere section of water, that suddenly becomes very viscous and hard to swim through. If you are not fully submerged, then you cast this spell at the surface of a liquid, making a 30-foot radius circular section of the surface difficult to swim through. This circle is only five feet deep. Creatures with less than 2 hit dice, in the area of effect, are paralyzed without a saving throw. Everything else must make a Strength saving throw or be restrained in the thick gelatinous liquid. Once restrained a creature will need to succeed on a Strength saving throw to move, up to half of their speed through the gelatin. Creatures that breathe air or water, who are also restrained or paralyzed, are suffocating. Suffocating is explained in the Player's Handbook. The gelatinous section can move if pushed by strong current or Huge or larger creatures. Creatures that end their turn outside of the gelatinous area are no longer restrained. The caster can make the gelatin opaque; creatures that start their turn in it then have full cover and cannot see out of the gelatin. Those on the outside cannot see into the gelatin and they cannot target anything on the inside. This effect cannot be countered with truesight. The gelatin can be destroyed and each 5-foot cube section has an AC of 10, 25 hitpoints, and immunity to piercing and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is increased by a minute and the affected radius is increased by 10 feet for each slot level above 3rd. As an example, if you cast this spell using a 7th-level spell slot, while underwater, you would create a 60-foot-radius gelatinous sphere, lasting 7 minutes.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":34600,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Stim Patch","description":"You create a booster formula which you can administer to yourself and up to twelve creatures. The solution takes 1 hour to administer and it completely dissolves into nothing at the end of that time. The beneficial effects don’t set in until this hour is over. A creature that receives this treatment gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"10 minutes"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sting of the Scorpion Goddess","description":"3rd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a live scorpion) Duration: 10 minutes You grow a large scorpion’s tail, complete with venomous stinger. While the spell is in effect, you can use a bonus action to make a melee attack with the stinger against an opponent within 5 feet. On a hit, you deal 1d6 piercing damage and 2d8 poison damage, and the target is poisoned for 1 minute. A creature hit by your stinger attack makes a Constitution saving throw. On a successful save, it takes just half the poison damage and is not poisoned.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sting Of The Scorpion Goddess","description":"You grow a large scorpion’s tail, complete with venomous stinger. While the spell is in effect, you can use a bonus action to make a melee attack with the stinger against an opponent within 5 feet. On a hit, you deal 1d6 piercing damage and 2d8 poison damage, and the target is poisoned for 1 minute. A creature hit by your stinger attack makes a Constitution saving throw. On a successful save, it takes just half the poison damage and is not poisoned.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Stinking Cloud","description":"You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured . The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.","properties":{"Category":"Spells","Name":"Stinking Cloud","Level":3,"Range":"90 feet","School":"Conjuration","Target":"A 20-foot-radius sphere centered on a point within range","Classes":"Bard, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A rotten egg or several skunk cabbage leaves","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":90,"data-DurationNum":3,"data-description":"You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.<br />Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.<br />A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stinking Cloud","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a rotten egg or several skunk cabbage leaves) Duration : Concentration, up to 1 minute You create a 20-foot-radius sphere⁠ of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.","properties":{"Category":"Spells","Name":"Stinking Cloud","Level":3,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Stinking Cloud","description":"Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured . The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind ) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action .","properties":{"Category":"Spells","School":"Conjuration","Name":"Stinking Cloud","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Constitution","data-RangeAoe":"90 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Stinking Cloud","description":"Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Constitution Save, Poisoned","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Stinking Cloud\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Stinking Cloud\\\",\\\"description\\\":\\\"You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. 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While Poisoned in this way, the creature can't take an action or a Bonus Action.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"90 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a rotten egg\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"},{\"name\":\"Stinking Cloud Attack\",\"parent\":\"Stinking Cloud\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Stinking Cloud\\\",\\\"description\\\":\\\"Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"While Poisoned in this way, the creature can't take an action or a Bonus Action.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"20 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Stinking Cloud","data-description":"You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"90 feet","Components":"V S M","Material":"a rotten egg","data-CastNum":2,"data-RangeNum":90,"Save":"Constitution","data-RangeAoe":"90 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Stolen Life","description":"5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a calendar or timepiece older than you) Duration: Instantaneous Make a melee spell attack against a creature within your reach. On a hit, the target takes 8d8 necrotic damage, and if that creature is a humanoid it must succeed on a Constitution saving throw or age 1d4 years. You add the years that creature aged to your maximum natural life span.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Stone Aegis","description":"A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack. At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S","Casting Time":"1 reaction, which you take when you are hit by an attack"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stone Bones","description":"2nd-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 round You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26275,"Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Stone Fetch","description":"You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you’re wearing and equipment you’re carrying at the time of the casting. It uses the statistics of an earth elemental. For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn’t receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can’t attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail. As a bonus action, you can see through the duplicate’s eyes and hear what it hears as if you were in the duplicate’s space, gaining the benefits of the earth elemental’s darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate’s senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one. The duplicate explodes at the end of the duration, if you didn’t cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stone Shape","description":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","properties":{"Category":"Spells","Name":"Stone Shape","Level":4,"Range":"Touch","School":"Transmutation","Target":"A stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension","Classes":"Artificer, Cleric, Druid, Wizard","Duration":"Instantaneous","Material":"Soft clay, which must be worked into roughly the desired shape of the stone object","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stone Shape","description":"4th-Level Transmutation Casting Time : 1 action Rang e: Touch Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) Duration : Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.","properties":{"Category":"Spells","Name":"Stone Shape","Level":4,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Stone Shape","description":"Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.","properties":{"Category":"Spells","School":"Transmutation","Name":"Stone Shape","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Stone Shape","description":"Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Stone Shape\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Stone Shape\\\",\\\"description\\\":\\\"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"soft clay\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Stone Shape","data-description":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","Level":4,"Casting Time":"Action","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"soft clay","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Stonefist","description":"You clench your fist, turning it into the same type of stone as the one you are holding. For the duration of the spell, any melee attack you make against a target with that hand does its normal damage + 1d8 bludgeoning damage. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Stoneheart","description":"You exchange your own living heart for the finely crafted heart of stone you used for the spell’s material component. Your living heart can then be stored or hidden anywhere you like, but must remain within 1 mile of you to keep the spell active, where it continues to beat for the duration. While your heart is removed in this manner, you automatically succeed on all death saving throws. If you die, but your original heart remains intact, you gain a new body with a new stone heart in 1d10 days and return to life with all your hit points. Your new body appears within 5 feet of your original heart. While you possess a stone heart, you lose the ability to heal naturally during a short or long rest, and can only restore hit points through magical healing. If your living heart is damaged or destroyed, you are instantly slain. You can choose to end the spell as a bonus action. The spell ends automatically if you travel more than 1 mile from your living heart. When the spell ends, your own living heart instantly returns to its proper place, and the stone heart is destroyed.","properties":{"Category":"Spells","Level":7,"School":"necromancy","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Self"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Stoneskin","description":"Classes : Artificer, Druid , Ranger , Sorcerer , Wizard This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.","properties":{"Category":"Spells","Name":"Stoneskin","Level":4,"Range":"Touch","School":"Abjuration","Target":"A willing creature","Classes":"Artificer, Druid, Ranger, Sorcerer, Wizard","Duration":"Up to 1 hour","Material":"Diamond dust worth 100 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-7,"data-DurationNum":8,"data-description":"This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stoneskin","description":"4th-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (Diamond dust worth 100 gp, which the spell consumes) Duration : Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance⁠ to nonmagical bludgeoning, piercing, and slashing damage.","properties":{"Category":"Spells","Name":"Stoneskin","Level":4,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Stoneskin","description":"Level 4 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning , Piercing , and Slashing damage .","properties":{"Category":"Spells","School":"Transmutation","Name":"Stoneskin","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Stoneskin","description":"Level 4 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":4,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Stoneskin\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Stoneskin\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"diamond dust worth 100+ GP, which the spell consumes\\\"}}\"},{\"name\":\"Stoneskin Condition\",\"parent\":\"Stoneskin\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Stoneskin\\\",\\\"description\\\":\\\"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.\\\"}\"},{\"name\":\"Stoneskin Bludgeoning Resistance\",\"parent\":\"Stoneskin Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Stoneskin Piercing Reistance\",\"parent\":\"Stoneskin Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Stoneskin Slashing Resistance\",\"parent\":\"Stoneskin Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Stoneskin","data-description":"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"Touch","Components":"V S M","Material":"diamond dust worth 100+ GP, which the spell consumes","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Storm Door","description":"Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a Dexterity saving throw. A creature takes 1d12 lightning damage on a failed save or half as much damage on a successful one. On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a storm door again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you. Under such conditions, the spell's damage increases to 2d12, and you can teleport up to 240 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the storm door with you. Accompanying creatures do not suffer the lightning damage.","properties":{"Category":"Spells","Level":4,"School":"conjuration (liminal, weather)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Storm Door","description":"4th-level conjuration Casting time: 1 action Range: self Components: v, s, m (a piece of fulgurite) Duration: concentration, up to 10 minutes Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a dexterity saving throw. A creature takes 1d12 lightning damage on a failed save or half as much damage on a successful one. On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a storm door again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you, and under such conditions, the spell’s damage increases to 2d12, and you can teleport up to 240 feet. At higher levels. When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the storm door with you. Accompanying creatures do not suffer the lightning damage.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M ","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Storm Flurry","description":"3rd-level evocation Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (two one-handed melee weapons each worth at least 1 sp) Duration: Instantaneous You brandish the weapons used in the spell’s casting and make a melee attack with each against one creature within 5 feet of you. On a hit with the first attack, the target takes the attack’s normal damage and an additional 3d8 lightning damage, and the attack you make against the target with the second weapon gains advantage. On a hit with the second attack, the target takes the attack’s normal damage and each creature other than you within 10 feet of the target must make a Constitution saving throw, taking 2d8 thunder damage on a failed save or half as much damage on a successful one. If the first attack reduces the target to 0 hit points, you can make this second attack against a different creature within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"S, M","Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Storm Form","description":"You transform into a living storm cloud, becoming a swirling mass of black clouds illuminated from within by flickers of lightning. While in this form, your only method of movement is a flying speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, immunity to lightning damage, and advantage on Strength, Dexterity, and Constitution saving throws. If a creature strikes you with a melee weapon attack, it takes 3d8 lightning damage. You can pass through small holes, narrow openings, and even mere cracks, but you treat liquids as if they were solid surfaces. You can’t fall, and you remain hovering in the air even if stunned or otherwise incapacitated. You cannot talk or manipulate objects in storm cloud form, and any objects you were carrying or holding can’t be used, dropped, or interacted with in any way. You cannot cast spells while in this form. As an action, you can attack an opponent up to 30 feet away, dealing 3d8 lightning damage on a hit. You can also use an action to bring down rain upon a 5-foot square within your reach, drenching it and putting out any nonmagical fires in that area. Finally, you can use an action to expand your form to encompass a 20-foot-radius area, unleashing the storm’s full fury in a burst of rain, wind, lightning, and thunder. Each creature in the area is drenched with rain, takes 3d8 lightning and 3d8 thunder damage, is deafened for 1d4 rounds, and is knocked prone. A successful Constitution saving throw halves the damage and negates the deafened and prone conditions. Taking this action uses up any remaining duration of the spell, and you resume your normal form at the end of your turn.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Storm Form","description":"6th-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a piece of wet wool) Duration: Concentration, up to 10 minutes You transform into a living storm cloud, becoming a swirling mass of black clouds illuminated from within by flickers of lightning. While in this form, your only method of movement is a flying Speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, immunity to lightning damage, and advantage on Strength, Dexterity, and Constitution saving throws. If a creature strikes you with a melee weapon attack, it takes 3d8 lightning damage. You can pass through small holes, narrow openings, and even mere cracks, but you treat liquids as if they were solid surfaces. You can’t fall, and you remain hovering in the air even if stunned or otherwise incapacitated. You cannot talk or manipulate objects in storm cloud form, and any objects you were carrying or holding can’t be used, dropped, or interacted with in any way. You cannot cast spells while in this form. As an action, you can attack an opponent up to 30 feet away, dealing 3d8 lightning damage on a hit. You can also use an action to bring down rain upon a 5-foot square within your reach, drenching it and putting out any nonmagical fires in that area. Finally, you can use an action to expand your form to encompass a 20-foot-radius area, unleashing the storm’s full fury in a burst of rain, wind, lightning, and thunder. Each creature in the area is drenched with rain, takes 3d8 lightning and 3d8 thunder damage, is deafened for 1d4 rounds, and is knocked prone. A successful Constitution saving throw halves the damage and negates the deafened and prone conditions. Taking this action uses up any remaining duration of the spell, and you resume your normal form at the end of your turn.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Storm God's Doom","description":"A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and is thrown 50 feet upward into the air. If a creature hits a solid obstruction when it’s thrown upward (such as a stone ceiling), it takes bludgeoning damage as if it had fallen 50 feet, minus the distance it traveled upward. For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen 40 feet, or 4d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Storm God's Doom","description":"3rd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and is thrown 50 feet upward into the air. If a creature hits a solid obstruction when it’s thrown upward (such as a stone ceiling), it takes bludgeoning damage as if it had fallen 50 feet, minus the distance it traveled upward. For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen 40 feet, or 4d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Storm Mote","description":"Conjuration cantrip Casting time: 1 bonus action Range: 30 feet Components: v Duration: 1 minute You create a tiny mote of stormy magic next to a creature you can see within range. The mote is immune to damage and can’t be attacked. The next time a target makes an attack roll against you, it has disadvantage on the attack as the mote by it sparks and thunders, distracting the target. That mote then disappears. You can have only one instance of this spell active at a time. If you cast it again while the previous spell is still active, that spell ends. The spell creates one additional mote when you reach 5th level (two motes), 11th level (three motes), and 17th level (four motes). The motes can all hover by one target or each can hover by a different target, provided all targets are within range. When all motes have disappeared, the spell ends.","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Storm of Angels","description":"9th-level conjuration Casting time: 1 minute Range: 60 feet Components: v, s, m (the feather of an angel and a diamond worth at least 5,000 gp) Duration: concentration, up to 1 hour You summon two celestials of challenge rating 5 or lower, which appear in a flash of golden lightning in unoccupied spaces you can see within range. Each celestial disappears when it drops to 0 hit points or when the spell ends. The celestials are friendly to you and your companions. Roll initiative for the celestials as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate the celestials’ alignment. If you don’t issue any commands to them, the celestials defend themselves from hostile creatures but otherwise take no actions. If your concentration is broken, the celestials don’t disappear. Instead, you lose control of the celestials, and they may become hostile to you or aid you on their own terms, depending on your alignment and observable actions while the celestials were summoned. An uncontrolled celestial can’t be dismissed by you, and it disappears 1 hour after you summoned it.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Storm of Contamination","description":"When you cast this spell, you gain 1 Contamination Level . You create an arcing bolt of eldritch lightning that strikes a target of your choice that you can see within range. Multiple bolts then leap from that target to up to five other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d12 lightning damage on a failed save, or half as much damage on a successful one. In addition, a target which fails the saving throw gains 1 Contamination Level.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"contaminated evocation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Storm of Vengeance","description":"A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured . Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.","properties":{"Category":"Spells","Name":"Storm of Vengeance","Level":9,"Range":"Sight","School":"Conjuration","Target":"A point you can see","Classes":"Druid","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":0,"data-DurationNum":3,"data-description":"A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.<br />Each round you maintain concentration on this spell, the storm produces additional effects on your turn.<br />Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.<br />Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.<br />Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.<br />Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Storm of Vengeance","description":"9th-Level Conjuration Casting Time : 1 action Rang e: Sight Components: V, S Duration : Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces different effects on your turn⁠. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects⁠ of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.","properties":{"Category":"Spells","Name":"Storm of Vengeance","Level":9,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Storm of Vengeance","description":"Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage . Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw , taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage . Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage . Until the spell ends, the area is Difficult Terrain and Heavily Obscured , ranged attacks with weapons are impossible there, and strong wind blows through the area.","properties":{"Category":"Spells","School":"Conjuration","Name":"Storm of Vengeance","Level":9,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Thunder","data-RangeAoe":"1 mile (300 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Storm of Vengeance","description":"Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Constitution Save, Thunder Damage, Deafened, Acid Damage, Lightning Damage, Dexterity Save, Bludgeoning Damage, Cold Damage","Spell Attack":"None","filter-Level":9,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Storm of Vengeance\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Storm of Vengeance\\\",\\\"description\\\":\\\"A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\\\\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\\\\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\\\\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\\\\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\\\\nTurns 5 - 10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"1 mile\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"300 foot\\\"}}\"},{\"name\":\"Storm of Vengeance Condition\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Storm of Vengeance\\\"}\"},{\"name\":\"Storm of Vengeance Initial Attack\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Storm of Vengeance - Initial Attack\\\",\\\"description\\\":\\\"Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Have the Deafened condition for the duration.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"300 foot\\\"}}\"},{\"name\":\"Storm of Vengeance Initial Damage\",\"parent\":\"Storm of Vengeance Initial Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Thunder\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Storm of Vengeance Acid Rain Attack\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Storm of Vengeance - Acid Rain\\\",\\\"description\\\":\\\"Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"300 foot\\\"}}\"},{\"name\":\"Storm of Vengeance Acid Rain Damage\",\"parent\":\"Storm of Vengeance Acid Rain Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Acid\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Storm of Vengeance Lightning Attack\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Storm of Vengeance - Lightning\\\",\\\"description\\\":\\\"You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Take 10d6 Lightning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Storm of Vengeance Lightning Damage\",\"parent\":\"Storm of Vengeance Lightning Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Lightning\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Storm of Vengeance Hailstones Attack\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Storm of Vengeance - Hailstones\\\",\\\"description\\\":\\\"Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"300 foot\\\"}}\"},{\"name\":\"Storm of Vengeance Hailstones Damage\",\"parent\":\"Storm of Vengeance Hailstones Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Storm of Vengeance Freezing Rain Attack\",\"parent\":\"Storm of Vengeance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Storm of Vengeance - Freezing Rain\\\",\\\"description\\\":\\\"Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.\\\",\\\"actionType\\\":\\\"Free Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Emanation\\\",\\\"size\\\":\\\"300 foot\\\"}}\"},{\"name\":\"Storm of Vengeance Freezing Rain Damage\",\"parent\":\"Storm of Vengeance Freezing Rain Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Storm of Vengeance","data-description":"A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\nTurns 5 - 10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.","Level":9,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"1 mile","Components":"V S","data-CastNum":2,"data-RangeNum":1,"Save":"Constitution","Damage":"2d6","Damage Type":"Thunder","data-RangeAoe":"1 mile (300 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Storm of Wings","description":"You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects. Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood. Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks. Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failure, the creature fails to cast the spell, losing the action but not the spell slot.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S M","Damage Type":"varies","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Storm of Wings","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Storm of Wings","description":"You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects. Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood. Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks. Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Storm of Wings","description":"4th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of honey) Duration: Concentration, up to 1 minute You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects. Bats. The creature takes 4d6 necrotic damage, and its Speed is halved while within the storm as the bats cling to it and drain its blood. Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks. Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Storm Queen's Children","description":"7th-level conjuration Casting time: 1 action Range: 90 feet Components: v, s, m (a piece of ivory carved into the shape of a tornado, worth at least 500 gp) Duration: 1 minute You conjure up to three tornados on the ground at points you can see within range. Each tornado is a 10-foot radius, 30-foot-tall cylinder of swirling air centered on the point. Each creature that enters a tornado for the first time on a turn or starts its turn in a tornado must make a strength saving throw. On a failed save, a large or smaller creature takes 4d10 bludgeoning damage and is thrown up to 60 feet in a random direction and knocked prone. On a failed save, a huge or larger creature takes 4d10 bludgeoning damage but is restrained until the start of its next turn instead of being thrown. On a successful save, a creature takes half the damage and isn’t thrown, restrained, or knocked prone, but it is pushed out of the tornado to an unoccupied space within 5 feet of the edge of the tornado. If a thrown creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a dexterity saving throw against your spell save dc or take the same damage and be knocked prone. If a thrown creature is thrown into another tornado, it is then thrown up to 60 feet again in a random direction from that tornado. At the start of each of your turns, the tornados move up to 30 feet in random directions and can affect you as easily as any other creature. If multiple tornados would move to the same space, one tornado moves to the space, and the other moves to within 10 feet of the space. The spell ends early if you are incapacitated or die.","properties":{"Category":"Spells","Save":"Strength","Level":7,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Storm Sphere","description":"4th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S Duration : Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Storm Sphere","description":"4th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S Duration : Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Storm Step","description":"2nd-level conjuration Casting time: 1 action Range: self Components: v, s Duration: instantaneous You release a clap of thunder as you teleport to an unoccupied space you can see within 30 feet of you. Each creature within 5 feet of your origin and destination spaces must make a constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"conjuration","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Strafe","description":"2nd-level evocation Casting time: 1 action Range: self Components: v Duration: instantaneous You speed across the battlefield, releasing small bursts of magic at those you pass. Move up to twice your speed in a straight line. This movement ends early if you would pass through the space of a creature of your size, stopping your move in an unoccupied space within 5 feet of that creature. This movement doesn’t provoke opportunity attacks. Each creature within 5 feet of a space you enter during this movement must make a dexterity saving throw, taking 2d4 force damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"evocation","Components":"V","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Stream of Consumption","description":"For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier. On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can't target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Expansion":29025,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Strength of an Ox","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a 1-pound weight) Duration: Concentration, up to 1 minute You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Strength Of An Ox","description":"You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Strength of the Underworld","description":"You call on the power of the dark gods of the afterlife to strengthen the target’s undead energy. The spell’s target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul (see Tome of Beasts).","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Strike of the Tsunami","description":"Tier 1 w ater smite Casting Time: 1 action Base Favor Cost: 0 Range: Self (5-foot sweep) Components (Required): V, S Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor) Duration: Instantaneous Effects: You call up a curtain of water to smash your foes backward in a 5-foot sweep around you. Make a multitarget attack against each creature in the sweep. On a hit, a creature suffers 1d6 cold damage, and if it is Medium or smaller, the creature is pushed 5 feet in a direction of your choice. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You increase the length of the sweep by 5 feet per favor spent this way. 1+ favor: You push with greater force, allowing this invocation to move creatures up to one size category larger per favor spent this way. 2 favor: You push the affected creatures further, moving them up to 20 feet instead. 2+ favor: You form the water into freezing blades, increasing the damage dealt by 1d6 per 2 favor spent this way. 3 favor: You bring down the crushing force of the ocean, causing each creature you hit to suffer the maimed condition until the end of its next turn. 3+ favor: After using this invocation, you can move up to half your walking speed by spending bonus action. You do not provoke opportunity attacks during this movement.","properties":{"Category":"Spells","Level":1,"School":"water smite","Components":"V, S","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Strip Wood","description":"Transmutation cantrip Casting time: 1 action Range: 30 feet Components: v Duration: instantaneous You temporarily clothe a creature in the bark from nearby plants. Choose a creature you can see within range that is within 10 feet of a tree, shrub, or other nonmagical plant with bark. The plant can’t be a plant creature. The target’s ac increases by 2 until the start of your next turn, as you temporarily move the bark from the plant to the target.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Stunbolt","description":"Stunbolt 4th-level evocation spell Casting Time: 1 action Range: 150 feet Components: V, S, M (a rod of quartz or copper wire) Duration: Instantaneous Class: Bard, Druid, Sorcerer, Warlock, Wizard You fire a concentrated bolt of energy at a target within range, which explodes in a cloud of crackling lightning. The target must make a Constitution saving throw . On a failure, the target takes 8d8 lightning damage and can’t take reactions until the start of its next turn. A creature that fails by 5 or more is also stunned until the end of its next turn. On a success, a creature takes half as much damage, isn’t stunned, and can take reactions as normal. At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 1d8 per slot level above 4th.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Expansion":26720,"Components":"V, S, M (a rod of quartz or copper wire)","Damage Type":"lightning","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stupefying Strike","description":"Enchantment cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects, and it becomes slightly dazed. Until the end of its next turn, it can choose to take either an action or a bonus action on its turn, not both. At 5th level, the melee attack deals an extra 1d8 psychic damage. The extra damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8).","properties":{"Category":"Spells","Level":0,"School":"enchantment","Components":"V, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Stutters of Confusion","description":"Stutters of Confusion Requirements: Level 6, Poison Tongue Casting Time: 1 action Range: 60 feet Duration: special Cost: 1 WP per –1 on target’s rolls, up to philosopher’s proficiency bonus Embedded within a curiously halting speech, the philosopher’s poisoned words cause confusion in any one target who listens and fails its Wisdom saving throw. The philosopher has to speak only one or two sentences, just a few seconds really, and then let the words fester in the victim’s mind. At any point in time after that, the philosopher can unleash the effect with just one more word uttered. The target does not have to be present at this point in time. The target suffers a penalty determined by the number of WP spent (see cost) on all rolls except damage rolls until they can have a short rest.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Stygian Eye","description":"6th-level necromancy Casting time: 1 action Range: self Components: v, s, m (a black spherical bead) Duration: concentration, up to 1 minute You create a spherical eyeball from magical shadow that floats just behind and above your head. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can cause the eye to emit one of the following effects: Darkbolt. The eye sends a bolt of shadowy energy at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 necrotic damage. Envenomed pulse. The eye releases a sickening, strobing pulse at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is poisoned until the end of its next turn. Shadow sentry. The eye emits magically disruptive pulses. The eye interrupts the next spell cast within 60 feet of you by a hostile creature before the start of your next turn. The spell must include you as a target or in its area and must be of 6th level or lower, otherwise the eye doesn’t interrupt the spell. An interrupted spell fails and has no effect. If the eye interrupts a spell, the eye disappears, and this spell ends. Umbrage beam. The eye sends a beam of disorienting shadow at a creature you can see within 60 feet of you. The target must succeed on a wisdom saving throw or be incapacitated until the end of its next turn. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d6 and the poison damage increases by 1d8 for each slot above 6th. When you cast this spell using a spell slot of 7th level or higher, the eye’s shadow sentry effect can interrupt a spell if its level is less than or equal to the level of the spell slot you used.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"necromancy","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Subdue Beast","description":"1st-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a whip) Duration: Concentration, up to 8 hours Choose a beast you can see within range and roll 5d8. If the total result of those dice is equal to or greater than the current hit points of the chosen beast, the beast becomes docile. A docile beast will use the Dodge action on each of its turns and nothing else, unless commanded otherwise by you. Commanding a docile beast to take an action requires you to use your reaction on the beast’s turn to give it a verbal command. This spell ends if you or a creature friendly to you deals damage to the docile beast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Subliminal Aversion","description":"You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sudden Dawn","description":"You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sudden Dawn","description":"You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.","properties":{"Category":"Spells","Level":3,"School":"Evocation (Ritual; Battle)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Sudden Dawn","description":"3rd-Level Evocation (Ritual) Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 10 minutes You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.","properties":{"Category":"Spells","Level":3,"School":"evocation (ritual)","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sudden Slue","description":"With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. The bears disappear after making their charge.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sudden Stampede","description":"You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sudden Stampede","description":"You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sudden Stampede","description":"4th-Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a horseshoe) Duration: Instantaneous You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Suffer My Pain","description":"3rd-level necromancy Casting Time: 1 action Range: 15 feet Components: V Duration: 1 minute You shout a harsh command and target up to three friends, hirelings, minions, or slaves near you. The target must choose to accept this spell and if they resist it has no effect on them. For the targets that do not resist (referred to for the rest of this spell as minion) a thin dull red magical ribbon connects the base of their neck to yours: moving with you and stretching around corners. If the minion moves more than 90 feet away from you then suffer my pain is dispelled for that target. For the duration of this spell, you can, as a reaction regain hit points by damaging a minion. The minion takes twice as much damage as you recover. As an example, if you regain 12 hit points by drawing from a minion, then that minion takes 24 points of damage that cannot be resisted or prevented. You cannot reduce a minion's hit points by less than 0. You cannot spread the damage between minions, you must choose one minion per reaction that is used. This spell will only work on living minions.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V","Casting Time":"1 action","data-RangeAoe":"15 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Suffocate","description":"You extract the air from your enemy’s lungs and fill it with smoke to cause suffocation. Choose a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, the target creature is paralyzed for the duration and starts to suffocate as it has run out of breath. This spell has no effect on constructs, plants, undead, or other creatures that don’t breathe. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":6,"School":"necromancy","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Sugar Rush","description":"Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet , and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action. When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn At Higher Levels . When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sugar Rush","description":"Sugar Rush 2nd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: 30 feet Components: V, S, M (some candy) Duration: Concentration, up to 1 minute Class: Bard, Cleric, Paladin, Sorcerer, Tamer Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet , and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action. When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suggestion","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration : Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special⁠ activity during the duration. For example, you might suggest that a knight⁠⁠ give her warhorse⁠ to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.","properties":{"Category":"Spells","Name":"Suggestion","Level":2,"School":"Enchantment","Components":"V M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Suggestion","description":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.","properties":{"Category":"Spells","Name":"Suggestion","Level":2,"Range":"30 feet","School":"Enchantment","Target":"A creature you can see within range that can hear and understand you","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 8 hours","Material":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","data-List":"false","Components":"V M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":11,"data-description":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br />The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br />You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.<br />If you or any of your companions damage the target, the spell ends.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Suggestion","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration : Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special⁠ activity during the duration. For example, you might suggest that a knight⁠⁠ give her warhorse⁠ to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.","properties":{"Category":"Spells","Name":"Suggestion","Level":2,"School":"Enchantment","Expansion":5,"Components":"V M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Suggestion","description":"You suggest a course of activity (limited to a sentence or two) and psychically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a rooftop, immolate itself, or do some other obviously harmful act ends the effect. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a pilot give their ship away to the first person they meet. If the condition isn’t met before the effect expires, the activity isn’t performed. If you or any of your companions damage the target, the talent’s effect ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Suggestion","description":"Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","properties":{"Category":"Spells","School":"Enchantment","Name":"Suggestion","Level":2,"Casting Time":"Action","Components":"V M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Suggestion","description":"Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save, Charmed","Spell Attack":"None","filter-Level":2,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Suggestion\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Suggestion\\\",\\\"description\\\":\\\"You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, 'Fetch the key to the cult's treasure vault, and give the key to me.' Or you could say, 'Stop fighting, leave this library peacefully, and don't return.'\\\\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 8 hours\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a drop of honey\\\"}}\"},{\"name\":\"Suggestion Attack\",\"parent\":\"Suggestion\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Suggestion\\\",\\\"description\\\":\\\"The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Charmed condition for the duration or until you or your allies deal damage to the target.\\\"}}\"}]","filter-Components":"Verbal, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Suggestion","data-description":"You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, 'Fetch the key to the cult's treasure vault, and give the key to me.' Or you could say, 'Stop fighting, leave this library peacefully, and don't return.'\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 8 hours","Range":"30 feet","Components":"V M","Material":"a drop of honey","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Summon Aberration","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp) Duration : Concentration, up to 1 hour You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Aberration","description":"Level 4 Conjuration (Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP) Duration: Concentration, up to 1 hour You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Aberration","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Avatar","description":"You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.) An asterisk indicates a spell described in this section. Avatar of Cthulhu. The incarnation is a deep one that can innately cast command and sleep of the deep* at will. Avatar of Nyarlathotep. The incarnation is a dark voice that can innately cast bane and semblance of dread* at will. Avatar of Shub-Niggurath. The incarnation is a goat-man that can innately cast Black Goat’s blessing* and unseen strangler* at will. Avatar of Yog-Sothoth. The incarnation is a human with 1d4 + 1 flesh warps that can innately cast gift of resilience* and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turns. If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d6 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating before 1 hour has elapsed, the avatar becomes uncontrolled and hostile until it disappears 1d6 rounds later or until it is killed.","properties":{"Category":"Spells","Level":9,"School":"Conjuration (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Summon Avatar","description":"9th-Level Conjuration (Ritual) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a vial of the caster’s blood, a dried opium poppy, and a silver dagger) Duration: Concentration, up to 1 hour You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.) An asterisk indicates a spell described in this section Avatar of Cthulhu. The incarnation is a deep one (see Tome of Beasts) that can innately cast command and sleep of the deep* at will. Avatar of Nyarlathotep. The incarnation is a dark voice (see Creature Codex) that can innately cast bane and semblance of dread* at will. Avatar of Shub-Niggurath. The incarnation is a goat-man (see Tome of Beasts) that can innately cast Black Goat’s blessing* and unseen strangler* at will. Avatar of Yog-Sothoth. The incarnation is a human with 1d4 + 1 flesh warps that can innately cast gift of resilience* and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turns. If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d6 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. The avatar disappears when it drops to 0 Hit Points or when the spell ends. If you stop concentrating before 1 hour has elapsed, the avatar becomes uncontrolled and hostile until it disappears 1d6 rounds later or until it is killed.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Summon Beast","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) Duration : Concentration, up to 1 minute You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Beast","description":"Level 2 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP) Duration: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Beast","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Blood Demon","description":"Sacrificing 1d6 + your Constitution modifier HP, you summon a Lesser Blood Demon under your control in an unoccupied space within 30 feet of you. You can use your bonus action to command its movement and actions. The Demon has an HP equal of 1d10 + your spell casting modifier. If the Summoner is C/any (Chaotic) the Demon has resistance to Necrotic and Poison damage. If the Summoner is L/any (Lawful) the Demon has resistance to Fire and Thunder damage. If the summoner is N/any (Neutral) the Demon has resistance to Force and Cold damage. The Demon's AC is equal to your AC – 1. The Demon's attack is unarmed (+5 to hit) and its damage is 1d6 Piercing. When you reach level 10 add another 1d10 to Demon's HP, another 1d6 to its damage, and another 2d6 to your sacrificed HP. When you reach level 15 add another 2d10 to Demon's HP, another 2d6 to its damage, and another 2d6 to your sacrificed HP. When you reach level 20 add another 2d10 to Demon's HP, another 2d6 to its damage, and another 2d6 to your sacrificed HP.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 Action","data-RangeAoe":"30 feet."},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Summon Bonded Companion","description":"Activating this power requires a small amount of solidified sorium (equivalent to 100 cu). You imbue the material to create a bonded companion, an extension of yourself that takes the form of a semi-intelligent creature you choose, usually that of a common animal (the statistics for bonded companions are detailed in appendix B). Appearing in an unoccupied space within range, the companion has the statistics of the chosen form. If a feature allows you to choose a special form, the companion is considered a protean or netherant (your choice) instead of its listed threat type. Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your companion can’t attack, but it can take other actions as normal. When the companion drops to 0 hit points, it disintegrates, leaving behind no physical form. It reappears after you activate this power again While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your companion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever, at which point it disintegrates. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one companion at a time. If you use this power while you already have a companion, you instead cause it to adopt a new form and statistics, which you choose in the the same manner as your first use of this power. Finally, when you activate a power with a range of touch, your companion can deliver the power’s effects as if it had used the power. Your companion must be within 100 feet of you, and it must use its reaction to deliver the power’s effects when you activate the power. If the power requires an attack roll, you use your attack modifier for the roll.","properties":{"Category":"Spells","Level":1,"School":"Alteration","Expansion":27051,"Casting Time":"1 hour","data-RangeAoe":"10 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Summon Celestial","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a golden reliquary worth at least 500 gp) Duration : Concentration, up to 1 hour You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Celestial","description":"Level 5 Conjuration (Cleric, Paladin) Casting Time: Action Range: 90 feet Components: V, S, M (a reliquary worth 500+ GP) Duration: Concentration, up to 1 hour You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Celestial","Level":5,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Construct","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Duration : Concentration, up to 1 hour You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Construct","description":"Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a lockbox worth 400+ GP) Duration: Concentration, up to 1 hour You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Construct","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Delerium Elemental","description":"When you cast this spell, you gain 1 Contamination Level. You call forth a contaminated elemental to do your bidding. Choose air, earth, fire, or water. Eldritch energy conjures a contaminated elemental of the chosen type, which appears in an unoccupied space within range: either an animated sludge (water), entropic flame (fire), living haze (air), or walking geode (earth). Each uses the summoned Delerium Elemental stat block below, but gains different traits based on the chosen element used to conjure the elemental. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration of the spell. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any verbal command you give it (no action required by you). If you don't give any commands, it attacks the closest hostile creature it can see, moving towards it by the most direct route. The elemental doesn't disappear if you lose concentration on this spell. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it attacks you. An uncontrolled elemental can't be dismissed by you, and it remains until it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":4,"School":"contaminated conjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Summon Draconic Spirit","description":"5th-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp) Duration : Concentration, up to 1 hour You call forth a Draconic Spirit . It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":12314,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Summon Dragon","description":"Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Dragon","Level":5,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Dragon","description":"Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Minions","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Summon Dragon\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Summon Dragon\\\",\\\"description\\\":\\\"You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. 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It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"60 feet","Components":"V S M","Material":"an object with the image of a dragon engraved on it worth 500+ GP","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.","data-CastNum":2,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Summon Eldritch Servitor","description":"You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears: Two ghasts of Leng One shantak When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible. Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise. Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed. At Higher Levels. When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a hound of Tindalos. When you cast it with a 9th-level spell slot, you can summon five ghasts of Leng or a nightgaunt.","properties":{"Category":"Spells","Level":5,"School":"Conjuration (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Summon Eldritch Servitor","description":"5th-Level Conjuration (Ritual) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a vial of the caster’s blood and a silver dagger) Duration: Concentration, up to 1 hour You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears: Two ghasts of Leng (see Creature Codex) One shantak (see Creature Codex) When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible. Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise. Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. A summoned creature disappears when it drops to 0 Hit Points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed. At Higher Levels. When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a hound of Tindalos (see Creature Codex). When you cast it with a 9th-level spell slot, you can summon five ghasts of Leng or a nightgaunt (see Creature Codex).","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Summon Elemental","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Duration : Concentration, up to 1 hour You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Elemental","description":"Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP) Duration: Concentration, up to 1 hour You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Elemental","Level":4,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Fey","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 9 0 feet Components: V, S, M (a gilded flower worth at least 300 gp) Duration : Concentration, up to 1 hour You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Fey","description":"Level 3 Conjuration (Druid, Ranger, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a gilded flower worth 300+ GP) Duration: Concentration, up to 1 hour You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Fey","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Fiend","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) Duration : Concentration, up to 1 hour You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Fiend","description":"Level 6 Conjuration (Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a bloody vial worth 600+ GP) Duration: Concentration, up to 1 hour You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Conjuration","Name":"Summon Fiend","Level":6,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Summon Fog","description":"Tier 2 air summoning Casting Time: 1 action Base Favor Cost: 1 Range: 10 feet Components (Required): V, S Resonances: You are in a particularly wet place, such as one where it has rained in the last week (1 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: 1 minute Effects: You call forth a cloud of fog that occupies a 5-foot sphere centered on a point within range. The area covered by the cloud becomes heavily obscured. It lasts for the duration, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can spend a bonus action on your turn to move the cloud up to 5 feet in any direction. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 bonus action.” 1+ favor: You increase the radius of the sphere by 5 feet per favor spent this way. 2 favor: You dramatically hasten the rites, treating this invocation’s casting time as “1 reaction.” 4 favor: You whisper malice into the fog, causing it to twist into phantasmal shapes of your enemies’ worst fears. When a hostile creature starts its turn within the fog, it must make a Wisdom saving throw. On failure, it becomes frightened of the fog and suffers 5d4 psychic damage. On success, it suffers half that amount of psychic damage instead.","properties":{"Category":"Spells","Level":2,"School":"air summoning","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Summon Greater Demon","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration : Concentration, up to 1 hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura . The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Summon Lesser Demons","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration : Concentration, up to 1 hour You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. d6 Demons Summoned 1-2 Two demons of challenge rating 1 or lower 3-4 Four demons of challenge rating 1/2 or lower 5-6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches , and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Summon Primordial Minion","description":"","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Expansion":32048},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Summon Shadowspawn","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (tears inside a gem worth at least 300 gp) Duration : Concentration, up to 1 hour You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Star","description":"You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within 90 feet and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the effect from this star. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Conjuration (Illumination)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Summon Star","description":"You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Conjuration (illumination)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Summon Star","description":"8th-Level Conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 Hit Points or when the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Summon the Thing with the Writhing Tail","description":"You call forth The Thing with the Writhing Tail . It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block below. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Summon Undead","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration : Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":8257,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Summon Undead","description":"Level 3 Necromancy (Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a gilded skull worth 300+ GP) Duration: Concentration, up to 1 hour You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.","properties":{"Category":"Spells","School":"Necromancy","Name":"Summon Undead","Level":3,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sun's Bounty","description":"The sun’s life-giving energy heals and sustains your body or that of a creature you touch. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight; 30 minutes or more of exposure also provides a day’s normal nourishment. In dim light, the spell’s healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell’s effect entirely. While in sunlight, the target can ignore one level of exhaustion. (The level is only temporarily removed.) Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sun's Bounty","description":"5th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour The sun’s life-giving energy heals and sustains your body or that of a creature you touch. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight; 30 minutes or more of exposure also provides a day’s normal nourishment. In dim light, the spell’s healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell’s effect entirely. While in sunlight, the target can ignore one level of exhaustion. (The level is only temporarily removed.) Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Sunbeam","description":"6th-Level Evocation Casting Time : 1 action Rang e: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration : Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.","properties":{"Category":"Spells","Name":"Sunbeam","Save":"Constitution","Level":6,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sunbeam","description":"A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.","properties":{"Category":"Spells","Name":"Sunbeam","Save":"Constitution","Level":6,"Range":"Self (60-foot line)","Damage":"6d8","School":"Evocation","Target":"Each creature in a 5-foot-wide, 60-foot-long line","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A magnifying glass","data-List":"false","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-3,"data-DurationNum":3,"data-description":"A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.<br />You can create a new line of radiance as your action on any turn until the spell ends.<br />For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sunbeam","description":"Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line . Each creature in the Line makes a Constitution saving throw . On a failed save , a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save , it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.","properties":{"Category":"Spells","School":"Evocation","Name":"Sunbeam","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Radiant","data-RangeAoe":"Self (60 ft long ⇧)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sunbeam","description":"Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Inflict Condition, Constitution Save, Radiant Damage, Blinded","Spell Attack":"None","filter-Level":6,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Sunbeam\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sunbeam\\\",\\\"description\\\":\\\"You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\\\\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\\\\nFor the duration, a mote of brilliant radiance shines above you. 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Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S M","Material":"a magnifying glass","data-CastNum":2,"Save":"Constitution","Damage":"6d8","Damage Type":"Radiant","data-RangeAoe":"Self (60 ft long ⇧)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sunbond","description":"This spell creates a divine connection between you and the target until the spell ends. While the target is within 60 feet of you, you and the creature have resistance to all damage. Each time the bonded creature takes damage, you take the same amount of damage. Each time you take damage, the creature takes the same amount of damage. Whenever you regain hit points, you instead regain an amount equal to half the total amount of hit points regained (rounded up). The bonded creature regains an equal amount of hit points. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if this spell or a spell like it (see warding bond ) is cast again on either of the connected creatures. You can also dismiss the spell as an action.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sunburst","description":"Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.","properties":{"Category":"Spells","Name":"Sunburst","Save":"Constitution","Level":8,"Range":"150 feet","Damage":"12d6","School":"Evocation","Target":"A 60-foot radius centered on a point you choose within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Instantaneous","Material":"Fire and a piece of sunstone","data-List":"false","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":150,"data-DurationNum":0,"data-description":"Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.<br />A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.<br />This spell dispels any darkness in its area that was created by a spell.","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sunburst","description":"8th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration : Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t b⁠linded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer b⁠linded. This spell dispels any darkness in its area that was created by a spell.","properties":{"Category":"Spells","Name":"Sunburst","Save":"Constitution","Level":8,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sunburst","description":"Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw . On a failed save , a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save , it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell.","properties":{"Category":"Spells","School":"Evocation","Name":"Sunburst","Level":8,"Casting Time":"Action","Components":"V S M","Save":"Constitution","Damage Type":"Radiant","data-RangeAoe":"150 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sunburst","description":"Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell.","properties":{"Category":"Spells","School":"Evocation","Classes":"Cleric, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Inflict Condition, Constitution Save, Radiant Damage, Blinded","Spell Attack":"None","filter-Level":8,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Sunburst\",\"level\":\"8\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Sunburst\\\",\\\"description\\\":\\\"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\\\\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\\\\nThis spell dispels Darkness in its area that was created by any spell.\\\",\\\"level\\\":8,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"150 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of sunstone\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Sunburst Attack\",\"parent\":\"Sunburst\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sunburst\\\",\\\"description\\\":\\\"Each creature in the Sphere makes a Constitution saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Takes 12d6 Radiant damage and has the Blinded condition for 1 minute.\\\",\\\"onSucceed\\\":\\\"Half as much damage only.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Sunburst Damage\",\"parent\":\"Sunburst Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Radiant\\\",\\\"diceCount\\\":12,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Sunburst Blinded Attack\",\"parent\":\"Sunburst\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sunburst - Blinded Save\\\",\\\"description\\\":\\\"A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onSucceed\\\":\\\"Ends the Blinded condition.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Sunburst","data-description":"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\nA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nThis spell dispels Darkness in its area that was created by any spell.","Level":8,"Casting Time":"Action","Duration":"Instantaneous","Range":"150 feet","Components":"V S M","Material":"a piece of sunstone","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":150,"Save":"Constitution","Damage":"12d6","Damage Type":"Radiant","data-RangeAoe":"150 ft (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sundering Smite","description":"4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during the spell’s duration, your weapon thrums with destructive power, and the attack deals an extra 4d6 fire damage to the target. Objects and structures take double damage from the attack. If the target was a creature, it must make a Dexterity saving throw. On a failure, the spell destroys a nonmagical object of your choice that the creature is holding or carrying.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V","Damage Type":"fire","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sundering Vitae","description":"You cause the enchantment of a single magic item within range to become broken for the duration. If a creature is holding or wearing the magic item, the creature makes a Charisma saving throw. On a failure or if the item is unattended, the item’s enchantment is supressed for the duration. This spell has no effect on items with a Legendary rarity or Artifacts.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Sunrise","description":"","properties":{"Category":"Spells","Save":"Charisma ","Level":6,"School":"evocation","Components":"V, S, M","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sunward","description":"3rd-level abjuration spell Casting Time: 1 action Range: Self Components: V, S, M (a drop of aloe secretion and a 500 gp gem, which the spell consumes) Duration: 8 hours You choose up to four creatures you can see within range. Each target gains complete protection against sunlight. They automatically succeed on a saving throw or ability check caused by intense sunlight. The spell also negates the sunlight sensitivity trait.","properties":{"Category":"Spells","Level":3,"School":"Abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Superior Aegis","description":"You create a thin kinetic barrier around a willing creature you touch. Until the effect ends, the target has resistance to bludgeoning, piercing, and slashing damage. The target also receives a +3 bonus to their Burst Save.","properties":{"Category":"Spells","Level":4,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Superior Domination","description":"You attempt to mentally glamour a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are in the same galaxy. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that target,” “Run over there,” or “Retrieve that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power’s effects. If the saving throw succeeds, the effect ends. At Higher Ranks. When you use this power at rank 9, the duration is concentration, up to 8 hours.","properties":{"Category":"Spells","Save":"Wisdom","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Superior Likeness","description":"Superior Likeness Requirements: Level 13 Casting Time: 1 action Range: touch (the Likeness) Duration: special Cost: 3 WP (invested) Upgrade a Likeness you made with additional Weave Points to enable it to transfer the effects of spells to the target. A magic-user targets the Likeness as if it were the depicted person or object iteself, and the depicted person or object suffers the spell’s effects. Each use of a spell on the target may destroy the Superior Likeness: if the target makes a successful Constitution saving throw after the spell has been transferred (this is separate from any saves versus the spell’s effects), the Superior Likeness is destroyed.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Superior Negation Field","description":"You create a 10-foot radius shimmering sphere around you, which remains for the duration. The sphere absorbs and dissipates all forms of cosmic energies that have been manipulated from their normal state. Within the sphere, powers can’t be activated, summoned creatures disappear, animated objects fall motionless, and even forge enhanced gear becomes mundane. Until the effect ends, the sphere moves with you, centered on you. Esper powers and effects, except those created by a cypheos or core-bonded gear, are suppressed in the sphere and can’t protrude into it. Points or slots expended to activate suppressed powers are consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Esper powers and effects, such as beguile and fire lance , that target a creature or an object in the sphere have no effect on that target. Areas of Effect. The area of another esper power or effect, such as singularity , can’t extend into the sphere. If the sphere overlaps an area of effect, the part of the area that is covered by the sphere is suppressed. For example, the heat created by a burn zone is suppressed within the sphere, creating a gap in the firey flare if the overlap is large enough. Powers. Any active power or other esper power effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Forge Enhanced Items. The properties and powers of forge enhanced items are suppressed in the sphere. For example, an autopistol modded with a firebrand would function as a mundane autopistol while in the sphere. A forge enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a forge enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you throw a forge enhanced throwing blade at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits. Instant travel. Space fold and other teleportation effects fail to work in the sphere, whether the sphere is the destination or the departure point for such travel. A portal to another location or planet, as well as an opening to an extradimensional space such as that created by the dimensional pocket power, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by an esper power temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Unraveling Effects. Esper powers and effects such as unravel effect have no effect on the sphere. Likewise, the spheres created by different negation field or superior negation field powers don’t nullify each other.","properties":{"Category":"Spells","Level":8,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Superior Obfuscate","description":"You bend light around a creature you touch making them invisible to others for the duration. Anything the target is wearing or carrying is also invisible as long as it is on the target’s person.","properties":{"Category":"Spells","Level":4,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Superior Recall","description":"Superior Recall Requirements: Level 6 Casting Time: 1 action Range: self Duration: concentration (up tp 10 minutes) Cost: 2 WP As Perfect Recall, but the artist can witness the scene from any point within 20 feet of his or her actual position at the time. As even a second ago is the past, it is effectively possible to do this practically in real time. You can’t take any action at all while using this feature. And no, the artist can’t stay in the remembered scene past the point he originally witnessed.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Superior Stasis Field","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on automatons or constructs. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. At Higher Ranks. When you use this power at rank 6 or higher, you can target one additional creature for each rank above 5. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Suppress Regeneration","description":"You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can’t regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Suppression Field","description":"Up to three creatures of your choice that you can see within range have a shimmering white field surround them. Until the spell ends, the creatures must make Charisma saving throws whenever they use an action to use a class feature, special ability, or cast a spell. On a failed save, the creature must choose a new action other than the action selected. If a targeted creature is targeted with an attack or spell that does damage, this effect ends for that creature.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Surge Dampener","description":"Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Surge Dampener","description":"Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of chaos magic surges. The protected creature gains a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"Abjuration (Ritual; Chaos)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Surge Dampener","description":"3rd-Level Abjuration (Ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute, until expended Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"abjuration (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Surge of Air","description":"Tier 1 air smite Casting Time: 1 action Base Favor Cost: 0 Range: Self (30-foot line) Components (Required): V, S Resonances: You are outside in a windy area (1 bonus favor), you are in a mountainous region at high altitude (2 bonus favor) Duration: Instantaneous Effects: You call forth a column of air to blast your foes. Make a multitarget invocation attack against each creature in the line. On a hit, a creature suffers 1d6 thunder damage. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You pull your targets off-balance, causing each creature you hit to suffer the disoriented condition (it can't make opportunity attacks) until the end of its next turn. 1 favor: Instead of making a multitarget invocation attack, the effect of this invocation is that you create a pillar of air to launch yourself in a direction of your choice, moving as if you had a flying speed of 30 feet. If you do not end this movement on solid ground, you fall the remaining distance to the ground at the end of your turn. 2+ favor: You blast your foe with surging currents of air, inflicting 1d6 additional thunder damage per 2 favor spent this way.","properties":{"Category":"Spells","Level":1,"School":"air smite","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Surgeon's Touch","description":"2nd-level transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You whisper words of prayer or a mnemonic of medical knowledge, and begin your treatment. When you cast this spell, choose one Injured creature within reach. You can make a Wisdom (Medicine) check to remove an Injury from that creature. You gain a +10 bonus on this check. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time becomes a bonus action. When you cast this spell using a spell slot of 5th level or higher, the Medicine check bonus increases to +15.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Surprise Blessing","description":"You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition. Blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane. Charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects. Frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success. Paralyzed: The target can use one extra bonus action or reaction per round. Petrified: The target gains a +2 bonus to AC. Poisoned: The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition. Stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.","properties":{"Category":"Spells","Level":5,"School":"Abjuration","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Surprise Blessing","description":"5th-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition. Blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane. Charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects. Frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success. Paralyzed: The target can use one extra bonus action or reaction per round. Petrified: The target gains a +2 bonus to AC. Poisoned: The target heals 2d6 Hit Points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition. Stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Surprising Bound","description":"2nd-level transmutation Casting time: 1 action Range: self Components: v, s, m (a scale from a small or smaller dragon) Duration: 1 minute Your legs become springy for the duration. Until the spell ends, your long jump is equal to your walking speed, and your high jump is equal to half your walking speed, with or without a running start. If you jump out of a creature’s reach, the movement doesn’t provoke opportunity attacks. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, your long jump distance Increases by 10 feet, and your high jump increases by 5 feet for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Surveillance Mask","description":"You and up to five creatures of your choice within range become invisible to all electronic sensors and video surveillance for the duration. Any gear or items carried by the targets also become undetectable. The targets remain physically visible and can be seen with normal sight.","properties":{"Category":"Spells","Level":3,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Survival Suit","description":"This power creates an individual environmental force field for you and of up to eight willing creatures you can see within range. Each creature gains the ability to breathe in most atmospheric conditions, including toxic, corrosive, or underwater environments, as well as in areas with no air, such as a vacuum. Affected creatures also retain their normal mode of respiration and their movement remains restricted by their current environment. In addition, affected creatures are immune to the effects of inhaled poisons and diseases and other harmful gases generated through mundane effects or esper powers. Affected creatures also don’t have to make Constitution saving throws due to being in environments with extreme heat, cold, or atmospheric pressure.","properties":{"Category":"Spells","Level":5,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Susceptibility Infusion","description":"4th-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates weakness where there is normally durability in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 4d6 force damage to the target, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Choose a damage type. If the cursed target has resistance or immunity to the chosen damage type, it loses that resistance or immunity. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"S","Damage Type":"force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Swamp Step","description":"Swamp Step 2nd-level Transmutation Casting Time : 1 action Range : 30 feet Components : V, S, M (a few legs from a water strider beetle) Duration : 10 minutes The target of this spell can stand or walk on water, as long as the water is less than 5 feet deep. The target is also unaffected by mud or difficult terrain related to marshes or swamps.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":18098,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Swarm","description":"Choose a target within range; a cloud of minuscule poisonous spiders floats on gossamer strands towards it. The target must succeed on a Dexterity saving throw to avoid the spiders or become poisoned until the end of its next turn. This spell deals poison damage on a failed saving throw when you reach certain levels. When you reach 5th level, a creature takes 1d10 poison damage; at 11th level this increases to 2d10 ; and at 17th level this increases to 3d10 .","properties":{"Category":"Spells","Level":0,"School":"Biomancy* cantrip (*can be replaced with conjuration)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swarm","description":"","properties":{"Category":"Spells","Level":9,"School":"illusion ","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Swift Exchange","description":"When you or another creature you can see within range is the target of a weapon attack or a spell attack, you can magically switch your position with that of the other creature in an instant. If the creature is unwilling, it can make a Wisdom saving throw to avoid the effect. Otherwise, you and the creature change positions, each appearing in an eyeblink at the location the other previously occupied. Any attack that was about to occur against you or the other creature is resolved against whichever one of you now occupies the targeted space.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Conjuration","Expansion":5764,"Components":"V","Casting Time":"1 reaction, which you take when you or another creaturee within range is attacked","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Swift Exchange","description":"5th-Level Conjuration Casting Time: 1 reaction, which you take when you or another creature within range is attacked Range: 30 feet Components: V Duration: Instantaneous When you or another creature you can see within range is the target of a weapon attack or a spell attack, you can magically switch your position with that of the other creature in an instant. If the creature is unwilling, it can make a Wisdom saving throw to avoid the effect. Otherwise, you and the creature change positions, each appearing in an eyeblink at the location the other previously occupied. Any attack that was about to occur against you or the other creature is resolved against whichever one of you now occupies the targeted space.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"conjuration","Components":"V","Casting Time":"1 reaction, which you take when you or another creature within range is attacked","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Swift Flight","description":"2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: 1 round Streaks of energy flow from the back of a willing creature you touch, tracing the shapes of wings. The target gains a flying speed of 30 feet until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Swift Motion","description":"This power allows you to move at an incredible pace. When you activate this power, and then as a bonus action on each of your turns until the effect ends, you can take the Dash action.","properties":{"Category":"Spells","Level":1,"School":"Kinesis","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Swift Quiver","description":"5th-Level Transmutation Casting Time : 1 bonus action Rang e: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration : Concentration, up to 1 minute You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack⁠, your quiver⁠ magically replaces the piece of ammunition⁠ you used with a similar piece of nonmagical ammunition⁠. Any pieces of ammunition⁠ created by this spell disintegrate⁠ when the spell ends. If the quiver⁠ leaves your possession, the spell ends.","properties":{"Category":"Spells","Name":"Swift Quiver","Level":5,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Swift Quiver","description":"Level 5 Transmutation (Ranger) Casting Time: Bonus Action Range: Self Components: V, S, M (a Quiver worth 1+ GP) Duration: Concentration, up to 1 minute When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts , such as a Longbow or a Light Crossbow . The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.","properties":{"Category":"Spells","School":"Transmutation","Name":"Swift Quiver","Level":5,"Casting Time":"Bonus Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Swing and a Missile","description":"Evocation cantrip Casting time: 1 reaction, which you take when a friendly creature you can see within 30 feet of you misses an attack roll Range: 30 feet Components: v Duration: instantaneous You take advantage of the momentary distraction an ally’s attack provides, firing a miniature arcane missile at your ally’s target just as the ally’s attack misses. Make a ranged spell attack against your ally’s target. On a hit, the target takes 1d4 force damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V","Damage Type":"force","Casting Time":"1 reaction, which you take when a friendly creature you can see within 30 feet of you misses an attack roll","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Switcheroo","description":"You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied. A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":23695,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sword Burst","description":"Conjuration Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: V Duration : Instantaneous You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"conjuration","Expansion":8257,"Components":"V","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Sword Burst","description":"Conjuration Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: V Duration : Instantaneous You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Conjuration","Expansion":6286,"Components":"V","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Sword of Fate","description":"5th-level illusion Casting Time: 1 action Range: 60 feet Components: V Duration: 1 hour Choose a creature that you can see. You create an illusionary sword that hangs above that creature's head. Everyone with line of sight can see the sword except for the affected creature. When you cast the spell you must shout out one of the following conditions: You cannot harm us. The target creature breaks this condition if they target the spell caster or a companion with an attack or a spell that causes damage. You cannot use magic. The target creature breaks this condition if they cast a spell. You cannot leave this area. The target creature breaks this condition if it moves more than 30 feet from the spot it was standing when the spell was cast. If the target creature breaks the condition, it takes 10d8 slashing damage as the blade becomes real and slices downward. If the target is reduced to 0 hit points, then one of its heads is removed. If the creature has no remaining heads, then it is instantly killed. The sword of fate can be dispelled. In addition, remove curse will end the spell on the target.","properties":{"Category":"Spells","Level":5,"School":"Illusion","Components":"V","Damage Type":"Slashing","Casting Time":"1 action"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Symbiont Mark","description":"You place a psychic marker upon a creature that you can see within range. Until the effect ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with an attack. Also, choose one ability when you activate this power. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Using a restore pattern on the target ends this power’s effect early.","properties":{"Category":"Spells","Level":1,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Symbol","description":"7th-Level Abjuration Casting Time : 1 minute Rang e: Touch Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) Duration : Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure⁠ chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible⁠, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common⁠ triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics⁠ (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere⁠ with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere⁠ when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication⁠ and has disadvantage on attack rolls and ability checks. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack⁠ or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.","properties":{"Category":"Spells","Name":"Symbol","Level":7,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Symbol","description":"When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.","properties":{"Category":"Spells","Name":"Symbol","Level":7,"Range":"Touch","School":"Abjuration","Target":"Either a surface or within on object that can be closed to conceal the glyph","Classes":"Bard, Cleric, Wizard","Duration":"Until dispelled or triggered","Material":"Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-7,"data-DurationNum":19,"data-description":"When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br />The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.<br />You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.<br />You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.<br />When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.<br />Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.<br />Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.<br />Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.<br />Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.<br />Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.<br />Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.<br />Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.<br />Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Symbol","description":"Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object , it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object , common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations ). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw , taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save . Discord. Each target makes a Wisdom saving throw . On a failed save , a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks . Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened , the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute. Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.","properties":{"Category":"Spells","School":"Abjuration","Name":"Symbol","Level":7,"Casting Time":"1 minute","Components":"V S M","Save":"Constitution","Damage Type":"Necrotic","data-RangeAoe":"Touch (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Symbol","description":"Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute. Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Bard, Cleric, Druid, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Constitution Save, Necrotic Damage, Wisdom Save, Frightened, Incapacitated, Unconscious, Stunned","Spell Attack":"None","filter-Level":7,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Permanent","data-datarecords":"[{\"name\":\"Symbol\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Symbol\\\",\\\"description\\\":\\\"You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\\\\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\\\\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\\\\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\\\\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\\\\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\\\\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\\\\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\\\\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\\\\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\\\\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\\\\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Until dispelled or triggered\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"powdered diamond worth 1,000+ GP, which the spell consumes\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"60 foot radius\\\"}}\"},{\"name\":\"Symbol Condition\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Symbol\\\"}\"},{\"name\":\"Symbol Death Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Death\\\",\\\"description\\\":\\\"Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Takes 10d10 Necrotic damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Symbol Death Damage\",\"parent\":\"Symbol Death Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Symbol Discord Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Discord\\\",\\\"description\\\":\\\"Each target makes a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\\\"}}\"},{\"name\":\"Symbol Fear Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Fear\\\",\\\"description\\\":\\\"Each target must succeed on a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\\\"}}\"},{\"name\":\"Symbol Pain Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Pain\\\",\\\"description\\\":\\\"Each target must succeed on a Constitution saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Have the Incapacitated condition for 1 minute.\\\"}}\"},{\"name\":\"Symbol Sleep Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Sleep\\\",\\\"description\\\":\\\"Each target must succeed on a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\\\"}}\"},{\"name\":\"Symbol Stunning Attack\",\"parent\":\"Symbol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Symbol - Stun\\\",\\\"description\\\":\\\"Each target must succeed on a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Have the Stunned condition for 1 minute.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Symbol","data-description":"You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\nSet the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\nDeath. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\nDiscord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\nFear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\nPain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\nSleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\nStunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.","Level":7,"Casting Time":"1 minute","Duration":"Until dispelled or triggered","Range":"Touch","Components":"V S M","Material":"powdered diamond worth 1,000+ GP, which the spell consumes","data-CastNum":4,"data-DurationNum":19,"Save":"Constitution","Damage":"10d10","Damage Type":"Necrotic","data-RangeAoe":"Touch (60 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Symbol of Sorcery","description":"7th-Level Evocation Casting Time: 10 minutes Range: Touch Components: V, S, M (a stick of incense worth 20 gp) Duration: 8 hours You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"evocation","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Symbol Of Sorcery","description":"This arcane symbol is drawn onto an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the hieroglyph, it triggers in an arcane explosion. All creatures in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. After this symbol explodes once, it’s power is spent and the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"Evocation (Ritual; Hieroglyph)","Components":"V S M","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Symbol Of Sorcery","description":"You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Synaptic Recoil","description":"You unleash a wave of psychic feedback upon one creature of your choice within range, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A creature with immunity to psychic damage automatically succeeds on the save. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Synaptic Static","description":"5th-Level Enchantment Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Instantaneous You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Intelligence","Level":5,"School":"Enchantment","Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Synaptic Static","description":"Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one. On a failed save , a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks , as well as any Constitution saving throws to maintain Concentration . The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Spells","School":"Enchantment","Name":"Synaptic Static","Level":5,"Casting Time":"Action","Components":"V S","Save":"Intelligence","Damage Type":"Psychic","data-RangeAoe":"120 ft (20 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"System Lock","description":"You place a security restriction upon any electronic data device that would normally need user input to access, such as a computer, datapad, recording unit, or information terminal. The device becomes blocked from access for the duration. You and the creatures you designate when you use this power can access the device normally. You can also set a password that, when spoken within 5 feet of the device, suppresses the effects of this power for 1 minute. Otherwise, it is inaccessible until the effect is unraveled or suppressed by powers such as unravel effect. Using the black hat power on the device suppresses the system lock for 10 minutes. The device can also be hacked into with forge enhanced gear such as a universal access device . The DC to access the locked device is equal to your esper power save DC.","properties":{"Category":"Spells","Level":3,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tactical Defense Zone","description":"You launch micro drones carrying a transmission signal between you and your allies. They mark the position of allies within 30 feet of you and provides additional protection against the harmful effects of esper powers and abilities. For the duration, each friendly creature in the area (including you) has advantage on saving throws against esper powers and other similar effects. Additionally, when an affected creature succeeds on a saving throw made against a power or supernatural effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.","properties":{"Category":"Spells","Level":5,"School":"Technique","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tactical Support Zone","description":"You launch micro drones carrying a transmission signal between you and your allies. They mark the point of impact from an ally’s attack and fire a laser beam at the same spot. Until the effect ends, the signal area moves with you, centered on you. While in the signal area, each nonhostile creature in the area (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.","properties":{"Category":"Spells","Level":3,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tag","description":"Illusion cantrip Casting Time: 1 action Range: Touch Components: S, M (a drop of paint) Duration: Instantaneous You press your hand against a flat plane on an object and imprint an elaborate and vibrant image that can fit within a 10-foot square onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell. Nonmagical cleaning supplies can’t remove the image, which fades after seven days.","properties":{"Category":"Spells","Level":0,"School":"illusion","Expansion":26275,"Components":"S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Tale of Courage","description":"3rd-level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You begin telling a tale of bravery and heroism, radiating an aura of courage in a 30-foot radius around you. Within the aura, an ephemeral vignette appears of heroes bravely battling monsters. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) is immune to being frightened and gains a +1 bonus to saving throws. If a creature can’t hear you or see the vignette, it gains no benefit from this spell. If you speak other than to tell the tale, the spell ends.","properties":{"Category":"Spells","Level":3,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tale of Hope and Woe","description":"5th-level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You begin reciting a tale designed to inspire either hope or woe (your choice when you cast the spell) in the hearts of those who hear it, creating a 30-foot-radius aura around you. Within the aura, an ephemeral vignette appears displaying the tale. Until the spell ends, the aura moves with you, centered on you. If a creature can’t hear you or see the vignette, it is unaffected by the spell. If you speak other than to tell the tale, the spell ends. Tale of Hope. Each friendly creature within the aura (including you) has advantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals an extra 1d6 damage. Tale of Woe. Each hostile creature in the aura has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals 1d6 less damage (this can’t reduce the damage below 1). A creature is immune to this effect if it is immune to being charmed or frightened. Until the spell ends, you can use a bonus action on each of your subsequent turns to change the moral of your tale with a plot twist, changing your Tale of Hope into a Tale of Woe, or vice versa.","properties":{"Category":"Spells","Level":5,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tale of Legend","description":"8th-level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You begin performing a tale of epic battles, of courageous heroes facing off against malevolent villains and hordes of minions, creating a 30-foot-radius aura around you that inspires your allies to legendary feats. Within the aura, an ephemeral vignette appears displaying the tale. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has advantage on attack rolls, ability checks, and saving throws, and has resistance against all damage. If a creature can’t hear you or see the vignette, it gains no benefit from this spell. If you speak other than to tell the tale, the spell ends.","properties":{"Category":"Spells","Level":8,"School":"illusion","Components":"V, S","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Talons of a Hungry Land","description":"7th-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three‑quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick). When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save. A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success. When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Talons Of A Hungry Land","description":"You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide threequarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick). When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save. A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success. When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Target Scrambler","description":"You place a device on one willing creature. Until the effect ends, they become a blur to the targeting sensors of the AI often found in automatons and constructs. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be frightened or possessed by them. If the target is already frightened or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.","properties":{"Category":"Spells","Level":1,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Targeting Foreknowledge","description":"Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V","Damage Type":"Varies","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Targeting Foreknowledge","description":"3rd-level divination (bard, cleric, druid, ranger, sorcerer, wizard) Casting Time : 1 bonus action Range : Self Components : V Duration : Instantaneous Twisting the knife, slapping with the butt of the spear, cutting again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you inflict an additional 2d6 damage of the weapon’s type to the target. If your attack roll was a natural 19, the attack becomes a critical hit and you also add the weapon’s basic damage die or dice (the normal damage boost for a critical hit) to the 2d6 bonus damage, along with any other special result you would normally cause with a critical hit.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":11996,"Components":"V","Damage Type":"Same as Weapon Attack","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Targeting Foreknowledge","description":"3rd-Level Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tasha's Bubbling Cauldron","description":"Level 6 Conjuration (Warlock, Wizard) Casting Time: Action Range: 5 feet Component: V, S, M (a gilded ladle worth 500+ GP) Duration: 10 minutes You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it. The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing ). As a Bonus Action , you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends. Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.","properties":{"Category":"Spells","School":"Conjuration","Name":"Tasha's Bubbling Cauldron","Level":6,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tasha's Caustic Brew","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (30-f00t line) Components: V, S, M (a bit of rotten food) Duration : Concentration, up to 1 minute A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Expansion":8257,"Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Tasha's Hideous Laughter","description":"1st-Level Enchantment Casting Time : 1 action Rang e: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration : Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.","properties":{"Category":"Spells","Name":"Tasha's Hideous Laughter","Level":1,"School":"Enchantment","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tasha's Hideous Laughter","description":"Level 1 Enchantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute One creature of your choice that you can see within range makes a Wisdom saving throw . On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself. At the end of each of its turns and each time it takes damage , it makes another Wisdom saving throw . The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.","properties":{"Category":"Spells","School":"Enchantment","Name":"Tasha's Hideous Laughter","Level":1,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tasha's Hideous Laughter","description":"Level 1 Enchantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Prone, Incapacitated, Inflict Condition","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Tasha's Hideous Laughter\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Tasha's Hideous Laughter\\\",\\\"description\\\":\\\"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\\\\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a tart and a feather\\\"}}\"},{\"name\":\"Tasha's Hideous Laughter Initial Attack\",\"parent\":\"Tasha's Hideous Laughter\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Tasha's Hideous Laughter\\\",\\\"description\\\":\\\"One creature of your choice that you can see within range makes a Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Has the Prone and Incapacitated conditions for the duration.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Tasha's Hideous Laughter","data-description":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","Level":1,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"30 feet","Components":"V S M","Material":"a tart and a feather","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tasha's Mind Whip","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 9 0 feet Components: V Duration : 1 round You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Intelligence","Level":2,"School":"enchantment","Expansion":8257,"Components":"V","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Tasha's Otherworldly Guise","description":"6th-Level Transmutation Casting Time : 1 bonus action Rang e: Self Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Duration : Concentration, up to 1 minute Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). Spectral wings appear on your back, giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Expansion":8257,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Teal the Grey","description":"1st level (hag) divination Casting Time: 1 bonus action Range: 90 feet Components: S, M, (talc or very fine rock dust) Duration: Concentration, up to 1 minute This spell only works if at least some moonlight is illuminating the affected area. The hag tosses a handful of talc above her where it quickly moves and spreads towards an area she targets with a finger. The fine dust quickly settles over everything in a 15-foot-radius sphere. Every creature in the area of effect must make a Dexterity saving throw or glow with a bright teal light out to 5 feet, and dim light out to 10 feet. Glowing targets can not use any Dexterity (Stealth) abilities, but this spell does not affect any displacement spells like blur, nor does it prevent a target from going invisible. As long as the hag concentrates, the creatures targeted by this spell will continue to glow and provide a source of moonlight.","properties":{"Category":"Spells","Level":1,"School":"(hag) divination","Components":"S, M","Casting Time":"1 bonus action","data-RangeAoe":"90 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Technical Difficulties","description":"This spell causes lights to flicker, blasters to malfunction, and arcane terminals to crash. Choose a piece of magical technology within range. The device malfunctions in unpredictable ways, such that it is unusable for the duration.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":9634,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Technomancy","description":"With a complex input gesture, you can manipulate a technological device you can see within range. You can use this ability to perform any basic operation on the device, including, but not limited to, pressing an external button, entering a dozen keystrokes of data, performing an authorized operation (such as opening an unlocked door), dimming or brightening a screen, or muting a device that has a speaker. You can’t disconnect or reconnect wires, or perform an unauthorized operation, such as crashing a device or changing its password without knowing the original.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Telekinesis","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects⁠ by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets⁠, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting⁠ ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","properties":{"Category":"Spells","Name":"Telekinesis","Level":5,"School":"Transmutation","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Telekinesis","description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","properties":{"Category":"Spells","Name":"Telekinesis","Level":5,"Range":"60 feet","School":"Transmutation","Target":"See text","Classes":"Sorcerer, Wizard","Duration":"Up to 10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":5,"data-description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.<br />Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br />On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br />Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br />If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br />You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Telekinesis","description":"You gain the ability to move or manipulate creatures or objects by thought. When you use this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power. Creature. You can try to move a Huge or smaller creature. Make an ability check with your channeling ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power. If the object is worn or carried by a creature, you must make an ability check with your channeling ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, activating switches or buttons, or pouring the contents from a bottle.","properties":{"Category":"Spells","Level":5,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Telekinesis","description":"Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature . The target must succeed on a Strength saving throw , or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object . If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw , or you pull the object away and move it up to 30 feet in any direction within the spell’s range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","properties":{"Category":"Spells","School":"Transmutation","Name":"Telekinesis","Level":5,"Casting Time":"Action","Components":"V S","Save":"Strength"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Telekinesis","description":"Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Telekinesis\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Telekinesis\\\",\\\"description\\\":\\\"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\\\\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\\\\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\\\\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\\\\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Telekinesis Action\",\"parent\":\"Telekinesis\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Telekinesis\\\",\\\"description\\\":\\\"When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Telekinesis Move Creature Attack\",\"parent\":\"Telekinesis\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Telekinesis - Move Creature Attempt\\\",\\\"description\\\":\\\"You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\\\"}}\"},{\"name\":\"Telekinesis Move Object On Creature Attack\",\"parent\":\"Telekinesis\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Telekinesis - Move Object On Creature\\\",\\\"description\\\":\\\"If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Pull the object away and move it up to 30 feet in any direction within the spell's range.\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Telekinesis","data-description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"60 feet","Components":"V S","data-CastNum":2,"data-RangeNum":60,"Save":"Strength"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Telekinetic Parry","description":"As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.","properties":{"Category":"Spells","Level":1,"School":"Evocation","Expansion":5764,"Components":"S","Casting Time":"1 reaction, which you take when an enemy makes an attack roll against you","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Telekinetic Parry","description":"1st-Level Evocation Casting Time: 1 reaction, which you take when an enemy makes an attack roll against you Range: Self Components: S Duration: Instantaneous As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"S","Casting Time":"1 reaction, which you take when an enemy makes an attack roll against you","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Telekinetic Trip","description":"You lash out with a burst of telekinesis, sweeping a creature within range off its feet. The target of this spell must succeed on a Dexterity saving throw or fall prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Telekinetic Trip","description":"Transmutation Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You lash out with a burst of telekinesis, sweeping a creature within range off its feet. The target of this spell must succeed on a Dexterity saving throw or fall prone.","properties":{"Category":"Spells","Save":"Dexterity","Level":0,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Telepathic Bond","description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets⁠ can communicate telepathically through the bond whether or not they have a common⁠ language. The communication⁠ is possible over any distance, though it can't extend to other planes of existence .","properties":{"Category":"Spells","Name":"Telepathic Bond","Level":5,"Range":"30 feet","Ritual":"Yes","School":"Divination","Target":"Up to eight willing creatures of your choice within range","Classes":"Wizard","Duration":"1 hour","Material":"Pieces of eggshell from two different kinds of creatures","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":9,"data-description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.<br />Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Telepathic Bond","description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this power. Until the effect ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance within the galaxy. Creatures in an extradimensional space cannot communicate with others outside of the space or vice versa.","properties":{"Category":"Spells","Level":5,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Telepathy","description":"8th-Level Evocation Casting Time : 1 action Rang e: Unlimited Components: V, S, M (a pair of linked silver rings) Duration : 24 hours You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.","properties":{"Category":"Spells","Name":"Telepathy","Level":8,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Unlimited"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Telepathy","description":"You forge a telepathic link between yourself and a willing creature of your choice within range with which you are familiar. The effect ends if you or the target are no longer in the same galaxy. Until the effect ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.","properties":{"Category":"Spells","Level":8,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Telepathy","description":"Level 8 Divination (Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a pair of linked silver rings) Duration: 24 hours You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.","properties":{"Category":"Spells","School":"Divination","Name":"Telepathy","Level":8,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Teleport","description":"This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01-100 Associated object — — — 01-100 Very familiar 01-05 06-13 14-24 25-100 Seen casually 01-33 34-43 44-53 54-100 Viewed once 01-43 44-53 54-73 74-100 Description 01-43 44-53 54-73 74-100 False destination 01-50 51-100 — — Familiarity: \"Permanent Circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated Object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb. \"Very Familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen Casually\" is some place you have seen more than once but with which you aren't very familiar. \"Viewed Once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False Destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target: You and your group (or the target object) appear where you want to go. Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).","properties":{"Category":"Spells","Name":"Teleport","Level":7,"Range":"10 feet","School":"Conjuration","Target":"You and up to eight willing creatures that you can see within range, or a single object that you can see within range","Classes":"Bard, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":0,"data-description":"This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.<br />The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.<br />Familiarity Mishap Similar Area Off Target On Target<br />Permanent circle — — — 01–100<br />Associated object — — — 01–100<br />Very familiar 01–05 06–13 14–24 25–100<br />Seen casually 01–33 34–43 44–53 54–100<br />Viewed once 01–43 44–53 54–73 74–100<br />Description 01–43 44–53 54–73 74–100<br />False destination 01–50 51–100 — —<br />Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.<br />“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.<br />\"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.<br />On Target. You and your group (or the target object) appear where you want to.<br />Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.<br />Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.<br />Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Teleport","description":"7th-Level Conjuration Casting Time : 1 action Rang e: 10 feet Components: V Duration : Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01-100 Associated object — — — 01-100 Very familiar 01-05 06-13 14-24 25-100 Seen casually 01-33 34-43 44-53 54-100 Viewed once 01-43 44-53 54-73 74-100 Description 01-43 44-53 54-73 74-100 False destination 01-50 51-100 — — Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library⁠, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. \"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum⁠ but instead viewed an illusion⁠, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).","properties":{"Category":"Spells","Name":"Teleport","Level":7,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Teleport","description":"Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–00 Linked object — — — 01–00 Very familiar 01–05 06–13 14–24 25–00 Seen casually 01–33 34–43 44–53 54–00 Viewed once or described 01–43 44–53 54–73 74–00 False destination 01–50 51–00 — — Familiarity. Here are the meanings of the terms in the table’s Familiarity column: “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is a place you have seen more than once but with which you aren’t very familiar. “Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage , and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person’s laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.","properties":{"Category":"Spells","School":"Conjuration","Name":"Teleport","Level":7,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Teleport","description":"Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–00 Linked object — — — 01–00 Very familiar 01–05 06–13 14–24 25–00 Seen casually 01–33 34–43 44–53 54–00 Viewed once or described 01–43 44–53 54–73 74–00 False destination 01–50 51–00 — — Familiarity. Here are the meanings of the terms in the table’s Familiarity column: “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is a place you have seen more than once but with which you aren’t very familiar. “Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person’s laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":7,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Teleport\",\"level\":\"7\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Teleport\\\",\\\"description\\\":\\\"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\\\\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\\\\nTeleportation Outcome\\\\nFamiliarity | Mishap | Similar Area | Off Target | On Target\\\\nPermanent circle | - | - | - | 01-00\\\\nLinked object | - | - | - | 01-00\\\\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\\\\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\\\\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\\\\nFalse destination | 01-50 | 51-00 | - | -\\\\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\\\\n'Permanent circle' means a permanent teleportation circle whose sigil sequence you know.\\\\n'Linked object' means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\\\\n'Very familiar' is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\\\\n'Seen casually' is a place you have seen more than once but with which you aren't very familiar.\\\\n'Viewed once or described' is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\\\\n'False destination' is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\\\\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\\\\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\\\\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\\\\nOn Target. You and your group (or the target object) appear where you intended.\\\",\\\"level\\\":7,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Teleport","data-description":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\nTeleportation Outcome\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | - | - | - | 01-00\nLinked object | - | - | - | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | - | -\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n'Permanent circle' means a permanent teleportation circle whose sigil sequence you know.\n'Linked object' means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n'Very familiar' is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n'Seen casually' is a place you have seen more than once but with which you aren't very familiar.\n'Viewed once or described' is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n'False destination' is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\nOn Target. You and your group (or the target object) appear where you intended.","Level":7,"Casting Time":"Action","Duration":"Instantaneous","Range":"10 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Teleportation Circle","description":"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport⁠ when you cast the spell in this way.","properties":{"Category":"Spells","Level":5,"Range":"10 ft","School":"Conjuration","Source":"5th Edition SRD","Classes":"Bard, Sorcerer, Wizard","Duration":"1 round","Material":"Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes","data-List":"false","Components":"V M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":10,"data-DurationNum":2,"data-description":"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br /><br />Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br /><br />You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.","data-RangeAoe":"10 ft"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Teleportation Circle","description":"5th-Level Conjuration Casting Time : 1 minute Rang e: 10 feet Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) Duration : 1 round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.","properties":{"Category":"Spells","Name":"Teleporation Circle","Level":5,"School":"Conjuration","Expansion":5,"Components":"V M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Teleportation Circle","description":"Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane , determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.","properties":{"Category":"Spells","School":"Conjuration","Name":"Teleportation Circle","Level":5,"Casting Time":"1 minute","Components":"V M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Teleportation Circle","description":"Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 turn","data-datarecords":"[{\"name\":\"Teleportation Circle\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Teleportation Circle\\\",\\\"description\\\":\\\"As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\\\\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern.\\\\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\\\\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"1 round\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"rare inks worth 50+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Material (Consumed)","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Teleportation Circle","data-description":"As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern.\nWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.","Level":5,"Casting Time":"1 minute","Duration":"1 round","Range":"10 feet","Components":"V M","Material":"rare inks worth 50+ GP, which the spell consumes","data-CastNum":4,"data-DurationNum":2,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Templar’s Bellow","description":"2nd-level evocation Casting time: 1 action Range: 15 feet Components: v, s Duration: instantaneous Your faith is focused into a short utterance or warcry, which extends out from you in a 15-foot radius and causes one of the following effects of your choice: Rise. Each friendly creature within range that can hear you is magically set upright if it is prone and has advantage on the first attack roll it makes before the start of your next turn. Ruin. Each hostile creature within range that can hear you must make a wisdom saving throw, taking 2d6 radiant damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the ruin aspect increases by 1d6 each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the range increases by 5 feet for every two slot levels above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"15 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Templar’s Mercy","description":"2nd-level evocation Casting time: 1 reaction, which you take when a creature you can see within 30 feet of you is reduced to 0 hit points or makes a death saving throw Range: 30 feet Components: v, s Duration: instantaneous Your quick prayer prevents catastrophe. The target regains 1 hit point. The triggering effect is a death saving throw, the target regains the hit point immediately, even if the saving throw is the target’s third failed death saving throw.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 reaction, which you take when a creature you can see within 30 feet of you is reduced to 0 hit points or makes a death saving throw","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Temple of the Gods","description":"7th-Level Conjuration Casting Time : 1 hour Rang e: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration : 24 hours You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials , elementals , fey , fiends , or undead . If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic , and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.","properties":{"Category":"Spells","Level":7,"School":"Conjuration","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Temporal Divergence","description":"By means of this power, a willing creature or an object can be removed from the flow of space-time and preserved for the duration. When you activate this power and touch the target, it becomes invisible from all sensory detection and can’t be targeted by clairsentient esper powers or detection effects created by esper powers or forge enhanced items. In addition, the target falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t age. Creatures and mundane objects pass through the object as if it were not there. You can set a condition for the effect to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 100 arc-binds” or “when the lorendi ship lands.” This power’s effect also ends if the target takes any damage.","properties":{"Category":"Spells","Level":7,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Temporal Fault","description":"You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this power for the duration. An affected target’s speed is halved, it takes a –2 penalty to AC, and Dexterity saving throws (including Burst saves), and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or gear, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to use a power with an activation time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power’s activation. If it can’t, the power is wasted. A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Temporal Reflection","description":"8th-level transmutation Casting time: 1 reaction, which you take when you are the target of a spell or attack that targets only you Range: self Components: v, s, m (a small mirror) Duration: instantaneous You wreathe strands of time around your body, copying the moment the attack or spell affects you. You are affected by the attack or spell as normal. At the start of your next turn, a copy of the attack or spell reflects back at the attacker or spellcaster, using the attack roll, spell dcs, and similar statistics of the original attack or spell. If the creature that made the triggering attack or cast the triggering spell is no longer a valid target, such as if it died or if it is out of range, the copied attack or spell fails.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S, M","Casting Time":"1 reaction, which you take when you are the target of a spell or attack that targets only you","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Temporal Shunt","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy Wizard Schools of Magic. 5th-Level Transmutation Casting Time : 1 reaction; taken when a creature you can see makes an attack roll or starts to cast a spell Rang e: 120 feet Components: V, S Duration : 1 round You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Transmutation","Expansion":5016,"Components":"V, S","Casting Time":"1 reaction; taken when a creature you can see makes an attack roll or starts to cast a spell"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Temporal Shunt","description":"5th-level transmutation Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell Range : 120 feet Compon ents: V, S Duratio n: 1 round You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"transmutation","Expansion":29448,"Components":"V, S","Casting Time":"1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Temporal Stasis","description":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. The effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you activated this power.","properties":{"Category":"Spells","Level":9,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tenser's Floating Disk","description":"1st-Level Conjuration (ritual) Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a drop of mercury) Duration : 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.","properties":{"Category":"Spells","Name":"Tenser's Floating Disk","Level":1,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tenser's Floating Disk","description":"Level 1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Name":"Tenser's Floating Disk","Level":1,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tenser's Floating Disk","description":"Level 1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Tenser's Floating Disk\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Tenser's Floating Disk\\\",\\\"description\\\":\\\"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\\\\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\\\\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a drop of mercury\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Tenser's Floating Disk","data-description":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\nThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\nIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.","Level":1,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"30 feet","Components":"V S M","Material":"a drop of mercury","data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tenser's Transformation","description":"6th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V, S, M (a few hairs from a bull) Duration : Concentration, up to 10 minutes You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls that you make with simple and martial weapons. When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. You have proficiency with all armor, shields, simple weapons, and martial weapons. You have proficiency in Strength and Constitution saving throws. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.","properties":{"Category":"Spells","Level":6,"School":"Transmutation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Tentacle Lash","description":"One of your arms elongates into a long, wet, suckered tentacle. When you cast this spell, and as an action on each of your turns, you can make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 5d8 bludgeoning damage and it must make a Strength saving throw if it is Huge or smaller. On a failure, you can choose one of the following effects: The target is knocked prone . The target is shoved 5 feet in a direction of your choice. You disarm the target; you take one item the target is holding and return it to your person. The tentacle also serves as an appendage that can be used like a grappling hook or rope (GM’s discretion). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terminate Function","description":"You attempt to cause one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.","properties":{"Category":"Spells","Level":9,"School":"Alteration","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Terrifying Lash","description":"A faintly luminous whip of energy coalesces in your hand. The whip has reach, and you can take an action to make a melee attack roll against a target on your turn, using your spellcasting ability modifier as a bonus on the attack roll. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened for 1d4 rounds. If you attack a target with this spell that is already frightened, you gain advantage on the attack roll, and the target has disadvantage on its Wisdom saving throw.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Terrifying Lash","description":"3rd-Level Conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute A faintly luminous whip of energy coalesces in your hand. The whip has reach, and you can take an action to make a melee attack roll against a target on your turn, using your spellcasting ability modifier as a bonus on the attack roll. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened for 1d4 rounds. If you attack a target with this spell that is already frightened, you gain advantage on the attack roll, and the target has disadvantage on its Wisdom saving throw.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Terror Infusion","description":"1st-level necromancy Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates intense fear of you in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target can’t willingly move closer to you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being frightened automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"necromancy","Components":"S","Damage Type":"necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tether Essence","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy and Graviturgy Wizard Schools of Magic. 7th-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Duration : Concentration, up to 1 hour Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"Necromancy","Expansion":5016,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Tether Essence","description":"7th-level necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Duration: Concentration, up to 1 hour Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.","properties":{"Category":"Spells","Save":"Constitution","Level":7,"School":"necromancy","Expansion":29448,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Thaumaturgy","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V Duration : Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous⁠ sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Thaumaturgy","Level":0,"School":"Transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Thaumaturgy","description":"You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Thaumaturgy","Level":0,"Range":"30 feet","School":"Transmutation","Target":"See text","Classes":"Cleric","Duration":"Up to 1 minute","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":3,"data-description":"You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:<br />Your voice booms up to three times as loud as normal for 1 minute.<br />You cause flames to flicker, brighten, dim, or change color for 1 minute.<br />You cause harmless tremors in the ground for 1 minute.<br />You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.<br />You instantaneously cause an unlocked door or window to fly open or slam shut.<br />You alter the appearance of your eyes for 1 minute.<br />If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Thaumaturgy","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V Duration : Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous⁠ sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Name":"Thaumaturgy","Level":0,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Thaumaturgy","description":"Transmutation Cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Thaumaturgy","description":"Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks . Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.","properties":{"Category":"Spells","School":"Transmutation","Name":"Thaumaturgy","Level":0,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thaumaturgy","description":"Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Thaumaturgy\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Thaumaturgy\\\",\\\"description\\\":\\\"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\\\\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\\\\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\\\\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\\\\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\\\\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\\\\nTremors. You cause harmless tremors in the ground for 1 minute.\\\",\\\"level\\\":0,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Up to 1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"},{\"name\":\"Thaumaturgy Booming Voice Condition\",\"parent\":\"Thaumaturgy\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Thaumaturgy Booming Voice\\\",\\\"description\\\":\\\"Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\\\"}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Thaumaturgy","data-description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\nAltered Eyes. You alter the appearance of your eyes for 1 minute.\nBooming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\nFire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.\nInvisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.\nPhantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\nTremors. You cause harmless tremors in the ground for 1 minute.","Level":0,"Casting Time":"Action","Duration":"Up to 1 minute","Range":"30 feet","Components":"V","data-CastNum":2,"data-DurationNum":3,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"The Artist's Favor","description":"The Artist’s Favor Casting Time: 1 action Range: 30 feet Duration: 1 round Cost: – You carefully craft small inert Likenesses (no invested WP) of your party members (or any other characters well-known to you) and carry them with you for unlimited use. Such a Favor Likeness can be activated by quickly sketching a small symbol on it while the target is within 30 feet. The symbol vanishes moments after use. Each Favor Likeness can depict only one person, so each round you can only have one single target. Depending on the symbol used, you can impart one of the following effects on the target until the start of your next turn: Grant the target damage resistance to one type of damage of your choice Change of damage type inflicted by the target Make a weapon held by the target briefly magical","properties":{"Category":"Spells","Level":0,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Bends","description":"You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw . On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute . On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s . The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Bends","description":"The Bends 3rd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw . On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute . On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s . The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S","Damage Type":"posion","Casting Time":"1 action"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Elements Rise","description":"Tier 3 any element summoning Casting Time: 1 minute Base Favor Cost: 2 Range: 10 feet Components (Required): V, S Resonances: You are in the wilds away from civilization (1 bonus favor), it is up to one week before or after any solstice or equinox (1 bonus favor) Duration: Ongoing (2 favor per round) Effects: You summon a manifest elemental based on the element you chose for this invocation, as follows: Air: Manifest Air Spirit Earth: Manifest Earth Spirit Fire: Manifest Fire Spirit Water: Manifest Water Spirit This spirit is friendly to you and your allies and generally complies with your directions, but has its own initiative and takes its own actions on its turn. It attempts to attack your enemies in a manner of the GM’s determination, prioritizing higher-CR foes first. On your turn, you can spend a bonus action to have the spirit make a weapon attack against one target of your choice in range. At the end of the duration, the spirit’s corporeal form swirls into wind, crumbles into dust, fades into cinders, or turns to mist. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You unleash the spirit on a particular creature. It dedicates its efforts to destroying that creature for the duration of the invocation. You can also choose an object this way. 2 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 2 favor: You persuade the spirit to protect a particular creature. The spirit attempts to stay within 10 feet of that creature for the duration of the invocation, interposing itself between attackers and the designated creature as best it can. You can also designate an object or location this way. 3 favor: Extend the effects of the invocation. The duration becomes “10 minutes.” 4 favor: You weave powerful prayers into the spirit’s body that detonate upon its destruction. When the spirit’s duration ends or it is otherwise slain, instead of harmlessly vanishing, it explodes in a torrent of elemental power. Each creature within 5 feet of it must make a Dexterity saving throw. On failure, it suffers 2d8 damage of the damage type associated with the elemental’s attack actions.","properties":{"Category":"Spells","Level":3,"School":"any element summoning","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"The Rushing Wave","description":"Tier 2 water au gmentation Casting Time: 1 bonus action Base Favor Cost: 1 Range: Self Components (Required): V, S Resonances: You are standing or swimming in a body of fresh water such as a river or pond (1 bonus favor), you are standing or swimming in the ocean (2 bonus favor) Duration: 1 minute Effects: You call forth a wave of water to carry you forward. For the duration of this invocation, your walking speed is increased by 10 feet, and you gain a swim speed equal to your walking speed. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: You stride with the swiftness of the river, increasing your walking speed by an additional 5 feet per favor spent this way. 1+ favor: You extend the blessing to others. Choose one other willing creature within 30 feet per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 2 favor: For the duration of this invocation, after a creature misses you with a melee attack, you can spend your reaction to move 10 feet. This movement does not provoke opportunity attacks. 2 favor: After performing this invocation, you can immediately move a number of feet equal to half your walking speed. You make this movement as if you were walking, except that creatures cannot make opportunity attacks against you during this movement. 3+ favor: The first time you make a saving throw against an invocation or spell, you do so with advantage.","properties":{"Category":"Spells","Level":2,"School":"water augmentation","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"The Secret Garden","description":"The Secret Garden Requirements: Level 15 Casting Time: 1 action Range: touch (the Likeness) Duration: special Cost: 2 WP (invested) Create a Likeness of an imaginary place, usually a room with a shelf, and imbue it with 2 invested Weave Points. You may then transfer objects into that place and retrieve them whenever you wish. Each object stored requires an expenditure of an additional invested 1 Weave Point above the creation cost. This invested Weave Point is regained at the next long rest after the object is retrieved from the Secret Garden.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Unyielding Weave","description":"The Unyielding Weave Requirements: Level 15 Casting Time: 1 action Range: Self Duration: 1 minute Cost: 4 WP / special Makes any spellcasting impossible within a radius of 30 feet around the philosopher (the effect remains centered on him if he moves around) unless the magic–user makes a successful Wisdom saving throw for every attempted spell. Spell effects already established when the power is activated are not affected. Spells originating outside the 30 foot radius sphere are not affected and can affect targets within the area of effect. The feature can be amended to allow selected characters to use magic, with an extra WP expenditure of 2 WP for each excepted character.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The World Askew","description":"The World Askew Requirements: Level 4 Casting Time: 1 action Range: special Duration: special Cost: 2 WP You notice minute details about your surroundings (or about people) that hint at earlier occurrences. A supernaturally gifted investigator, you can look at a place and rapidly determine what happened if any marks of an activity have been left at all. Minute details on a person such as a stain on their clothing, a bad shave or shoddily tied shoelaces can lead you to accurately guess baffling details about them. Understanding the interactions between Possibility and Permanence, you can often envision the actions that made the marks and you can make eeriely accurate guesses as to who or what executed those actions. Sometimes it is as if an entire scene unfolds before your mind’s eye like a theatre play. You have advantage when you make an Intelligence (Investigation) check using The World Askew, and if you succeed the GM gives you not only the required information, but one further piece of information (which would probably be impossible to conclude by any regular investigator using the evidence at hand). On a critical success, an entire scene plays out in your head – although the identities of people involved in the goings-on are probably still not always obvious. The GM should adjust the DC according to circumstances, like how long ago the investigated actions happened, how small or large the observed area is, or any other factors relevant to the situation. At his discretion, the GM might want to prepare a number of levels of information to discover, depending on which DC has been beaten by the check; or he can ask for further checks (still at advantage) to discover more (though without further WP cost, and only as long as the checks are successful), effectively leading the philosopher through the chain of events.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"special"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Theogenesis","description":"9th-level conjuration Casting Time: 1 hour Range: Touch Components: V, S, M (offerings worth at least 10,000 gp, which are consumed, and all three Divine Artifacts: the Caduceus, the Ambrosia, and the Promethean fire) Duration: Special Theogenesis is a powerful spell that is used to place a divine spark into a mortal creature, unlocking the potential to ascend to godhood. The artifacts are not consumed when the spell is cast, but the offerings are. Choose a single target (non-divine) creature for the spell. You must remain in contact with the target for the duration of the casting. If contact is broken, both you and the target take 20d6 radiant damage, and both the spell and the offering are wasted. If the spell is successfully cast, then one of the greater gods must decide whether or not to grant the divine spark. The creature's relationship with the god determines its chance of success, and the base chance is 0%. Each of the bonuses below are cumulative: The target shares at least one alignment axis with the greater god: +20% The target has the exact same alignment as the greater god: +20% The target has faithfully worshipped a god in the same pantheon for at least a year: +20% The target has faithfully worshipped the greater god for at least a year: +30% Failure means that the greater god decides not to grant the divine spark. That greater god can’t be chosen again if the spell is cast on the same target. Success means that the target has been permanently granted a divine spark. It can only be removed with a wish spell.","properties":{"Category":"Spells","Level":9,"School":"Conjuration","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Thin the Ice","description":"1st-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thin The Ice","description":"You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Things Might Be Different","description":"Things Might Be Different Requirements: Level 11 Casting Time: 1 minute ritual Range: touch (the Likeness) Duration: special Cost: 3 WP initially, then 2WP per day Imbue a Likeness you have created with Weave Points to incrementally alter reality. For example, a depiction of a lowly person as a person of wealth and power will result in a trickle of good fortune towards that person until he or she has achieved the depicted state. This requires a steady expenditure of 1 Weave Point per day. If the expenditure of Weave Points ist ever halted, the effect ends, the scales of fate right themselves again, and the person is again master of their own luck. Whether they can hold on to their new status or wealth is up to them now. The feature can’t alter a person in any way that would normally require a level increase (so, no Ability increases, for example). It is possible to influence matters of fate surrounding the target, so changes in wealth, luck and public perception are possible. For double the daily Weave Point cost (4 WP), positive changes in mental and physical health are possible. Dismay points can be erased at a rate of 1 per 3 days, or you can completely cure a disease over the course of one week, or heal 2d6 hit points per day (at level 11 3d6, at level 15 4d6). It is not possible to reverse aging with this power.","properties":{"Category":"Spells","Level":3,"School":"–","Expansion":30058,"Components":"M","Casting Time":"1 minute ritual","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Thorn Cage","description":"Thick vines studded with sharp thorns spring from the ground around a target of your choice. The target must succeed on a Strength saving throw or be restrained by the thorny vines until the spell ends. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. Doing so causes the creature to take 2d6 piercing damage from the thorns. On a successful check, it frees itself.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thorn Cage","description":"2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Thick vines studded with sharp thorns spring from the ground around a target of your choice. The target must succeed on a Strength saving throw or be restrained by the thorny vines until the spell ends. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. Doing so causes the creature to take 2d6 piercing damage from the thorns. On a successful check, it frees itself.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thorn Whip","description":"Transmutation Cantrip Casting Time : 1 action Rang e: 30 feet Components: V, S, M (The stem of a plant with thorns) Duration : Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command⁠ toward a creature in range. Make a melee spell attack⁠ against the target. If the attack⁠ hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Name":"Thorn Whip","Level":0,"School":"Transmutation","Expansion":5,"Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Thorn Whip","description":"Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S, M (the stem of a thorny plant) Duration: Instantaneous You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage , and if it is Large or smaller, you can pull it up to 10 feet closer to you. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Transmutation","Name":"Thorn Whip","Level":0,"Casting Time":"Action","Components":"V S M","Damage Type":"Piercing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thorngrasp","description":"","properties":{"Category":"Spells","Save":"Dexterity ","Level":1,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Thorns of Death and Life","description":"4th level necromancy Casting Time: 1 minute Range: 60 feet Components: M (fresh corpses) Duration: 3 hours This spell is cast upon a large thornbush with at least ten feet of soil beneath it. As the hag is casting this spell she will lay a dying or recently (within three days) dead creature alongside the thorn bush. She will then gather triple the target creature’s hit dice in corpses, rotting flesh, or blood. This spell will not work if only bones are gathered. When the hag is done casting this spell she marks the dying or recently dead target and then backs away as the thorn bush gains limited sentience, quickly wrapping and burying the target ten feet under the soil as it animates and magically consumes the component material and flesh to keep the target alive or to bring it back from the dead. This thorn bush will glow with a dull violet glow for the next three hours as the flesh and blood are slowly consumed. The target, if alive, will be in stasis until the spell ends in three hours. If the thorn bush is destroyed or dispelled then the target will die, if not already dead. If the spell is undisturbed for three hours, then the target creature is pulled from stasis and unburied, next to the thorn bush. The target is now alive, cured as if by a restoration spell, and at full hit points. This spell does not cure insanity or regrow lost limbs.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"M","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Thousand Darts","description":"You launch thousands of needlelike darts in a 5-foot‑wide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (Clockwork)","Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"Self (120 ft ⇧)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thousand Darts","description":"You launch thousands of needlelike darts in a 5-footwide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Evocation (clockwork)","Expansion":5764,"Components":"V, S, M","Damage Type":"Piercing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thousand Darts","description":"3rd-Level Evocation Casting Time: 1 action Range: Self (120-foot line) Components: V, S, M (a set of mithral darts worth 25 gp) Duration: Instantaneous You launch thousands of needlelike darts in a 5-foot‑wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (120 ft ⇧)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thousand Needles","description":"4th-level conjuration Casting Time: 1 action Range: 20 feet Components: V, S, M (a handful of needles, which have been used to draw blood from an unwilling creature) Duration: Concentration, up to 1 minute You conjure a multitude of tiny needles which embed themselves deep in your target’s flesh. One creature you can see within range must succeed on a Constitution saving throw or take 6d6 piercing damage and become sickened for the spell's duration. Each time the creature takes an action or bonus action, it takes 1d6 piercing damage. This damage cannot be reduced or negated in any way. The creature may make a new Constitution saving throw at the end of each of its turns to end the effect. On a successful save the creature takes half damage and suffers none of the other effects of the spell. At Higher Levels. For every spell level beyond 4th, the initial damage increases by 1d6. For every 2 levels beyond 4th, the secondary damage increases by 1d6.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"20 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Thresh the Battlefield","description":"6th-level conjuration Casting time: 1 action Range: self (60-foot cone) Components: v, s, m (wheat dipped in giant’s blood) Duration: instantaneous You create a magical threshing blade that spins and grows as it flies out from you. Each creature in a 60-foot cone must make a dexterity saving throw. On a failed save, a creature takes 6d10 slashing damage and is lacerated for 1 minute. On a successful save, a creature takes half the damage and isn’t lacerated. A lacerated creature takes 1d10 slashing damage at the start of each of its turns and can’t regain hit points until the laceration ends. At the end of each of its turns, a lacerated creature can make a constitution saving throw. On a success, the laceration ends. Alternatively, a creature can take an action to stanch the laceration with a successful wisdom (medicine) check against your spell save dc. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage (both initial and later) increases by 1d10 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"conjuration","Components":"V, S, M ","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Threshold Barrier","description":"Tier 0 any element pu rification Casting Time: 10 minutes Base Favor Cost: 0 Range: Self (15-foot line) Components (Required): V, S Resonances: You are in a shrine, temple, or other place of spiritual power (2 bonus favor) Duration: 1 hour Effects: You draw a line across an egress or other gateway up to 15 feet wide, erecting a sanctified barrier that repels certain forms of creature based on the element you choose: Air: Fiends and celestial creatures Earth: Lost creatures Fire: Undead creatures Water: Animals and sentient living creatures The barrier is 1 inch wide and extends to the top of the passageway on which it is cast, or 10 feet if the threshold has no ceiling. To cross the barrier, a creature must make a Wisdom saving throw. On success, it can cross the barrier. On failure, it cannot pass, and loses any remaining movement it had. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 minute.” 1+ favor: Increase the length of the line by +10 feet per favor spent this way. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 action.” 2 favor: The threshold barrier also prevents scrying invocations and similar abilities from perceiving anything within the protected area. 3 favor: You weave powerful bindings into the barrier. When a creature of the chosen type crosses it, it suffers 2d10 radiant damage. 3 favor: You can surround an entire edifice, cave, or other sealed area instead of creating a line. 4 favor: You brace your barrier against multiple types of creatures. It applies to any or all of the creatures associated with the various elements with which you could perform it.","properties":{"Category":"Spells","Level":0,"School":"any element purification","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Self (15 ft ⇧)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Threshold Slip","description":"The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet. You can take one willing creature of your size or smaller that you’re touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Throat Rend","description":"2nd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature’s throat and flood its vocal chords with necrotic energy. The target must make a Constitution saving throw. It takes 2d8 necrotic damage and becomes unable to speak for the duration on a failed save, or half damage and doesn’t lose the ability to speak on a successful one. If the target is unable to speak, it repeats the saving throw at the end of each of its turns, taking 1d8 necrotic damage on a failed save or ending the spell for itself on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage a creature takes by failing the save at the end of its turn increases by 1d8 for every two slot levels above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Throes of Ecstacy","description":"Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with sexual euphoria, rendering them incapacitated for the duration. The creature automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw against the spell. On a success, the spell ends on the target and the creature gains a level of exhaustion. If the spell runs for the full minute, the creature gains three levels of exhaustion when it ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Throes of Ecstasy","description":"3rd-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a hazel or oak wand) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target, and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Throes Of Ecstasy","description":"Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Throw","description":"You alter the flow of gravity around a creature and attempt to hurl them to another location. Choose one creature within range and make a ranged channeling attack. On a hit, the target must make a Constitution saving throw, taking 6d6 force damage on a failed save, or half as much on a successful one. Creatures larger than the Large size category gain advantage to their save. In addition, on a failed save, you can forcibly lift and move the target, choosing from three different methods. Hurl. You hurl the target up to 15 feet into a wall or a solid object that is at least 5 feet wide and tall. Both the target and the object take 3d6 bludgeoning damage and the target is knocked prone. Launch. You launch the target up to 15 feet into another creature. The creature must make a Dexterity saving throw. On a failed save, both the target and the creature take 3d6 bludgeoning damage and are knocked prone. If the save is successful, neither take any damage. The initial target instead lands in any spot within five feet the creature and is knocked prone. Slam . The target is pushed up to 20 feet in any direction and thrown to the floor, taking 3d6 bludgeoning damage and being knocked prone. At Higher Ranks. When you use this power at rank 5 or higher, both the initial damage and the additional damage increase by 1d6 for each rank above 4.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Kinesis","Expansion":27051,"Damage Type":"force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Throw Voice","description":"1st-level illusion (ritual) Casting Time: 1 action Range: Self (60-foot radius) Components: S Duration: Concentration, up to 1 hour You cause your voice to emanate from places other than your mouth when you speak. Each time you speak for the duration, you can cause your voice to emanate from a point you can see within 60 feet of you, instead of its normal emanation point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you cast this spell using a 5th level spell slot, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 24 hours without requiring your concentration.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"S","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Thunder Bolt","description":"You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"Evocation (Dragon)","Components":"V S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thunder Bolt","description":"You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.","properties":{"Category":"Spells","Level":0,"School":"Evocation (dragon)","Expansion":5764,"Components":"V, S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunder Bolt","description":"Evocation Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunder Step","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V Duration : Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Conjuration","Components":"V","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Thunderclap","description":"Evocation Cantrip Casting Time : 1 action Rang e: Self (5-foot radius) Components: S Duration : Instantaneous You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Components":"S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Thunderclap","description":"You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Evocation","Expansion":5764,"Components":"S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunderclap","description":"Evocation Cantrip Casting Time : 1 action Rang e: 5 feet Components: S Duration : Instantaneous You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Evocation","Components":"S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Thunderclap","description":"3rd-Level Evocation Casting Time: 1 action Range: Self (20-foot radius) Components: S Duration: Instantaneous You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Components":"S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunderclap","description":"Evocation Cantrip (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Instantaneous Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage . The spell’s thunderous sound can be heard up to 100 feet away. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Evocation","Name":"Thunderclap","Level":0,"Casting Time":"Action","Components":"S","Save":"Constitution","Damage Type":"Thunder","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thunderclap (Midgard)","description":"You clap your hands, emitting a peal of thunder. All creatures within 20 feet of you take 8d4 thunder damage and are deafened for 1d8 rounds, or take half damage and aren't deafened with a successful Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round. This spell doesn't function in an area under the effect of a silence spell. Very brittle material such as crystal may be shattered if it's within range, at the GM's discretion; the GM can allow a character holding such an object to protect it with a successful Dexterity saving throw.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"Evocation (Rune)","Expansion":9,"Components":"S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thundering Strike","description":"4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, booming thunder audible to a range of 300 feet emanates from the point of impact. The target and each creature other than you within 10 feet of the target must make a Constitution saving throw. A creature takes 4d8 damage and is deafened for 1 minute on a failed save, or half as much damage and isn’t deafened on a successful one.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Thunderlance","description":"3rd-level conjuration spell Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute or until thrown You create a spear of pure magical energy in one of your hands. You can use your action before the spell ends to make a ranged spell attack against any creature you can see within range. On a hit, the target takes 15 (6d4) force damage. Hit or miss, the spear then explodes loudly. The target and any creature that are not deafened within 20 feet of it must make a Constitution saving throw. On a failed save, they take 10 (3d6) thunder damage and are deafened until the end of their next turn, on a successful save they take half damage and are not deafened. While you hold the spear with your hand, you can use your reaction to absorb darts of the magic missile spell targeted at you. A target hit by the spear takes 1d4 + 1 additional force damage for each dart you have absorbed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thunder damage of the explosion increases by 1d6 for each slot level above 3rd","properties":{"Category":"Spells","Level":3,"School":"Conjuration","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Thunderous Charge","description":"With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (labyrinth)","Expansion":5764,"Components":"V","Damage Type":"Thunder","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunderous Charge","description":"With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack's damage or shove the target 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each slot level above 1st increases the distance you’re allowed to move by 10 feet and adds 1d6 thunder damage to the attack’s damage.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Labyrinth)","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thunderous Charge","description":"1st-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunderous Distortion","description":"Evocation cantrip Casting Time: 1 action Range: Self (10-foot cone) Components: V, S Duration: Instantaneous You produce a distorted wave of noise in a 10-foot cone, which can be heard up to 100 feet away. Each creature in that area must succeed a Constitution saving throw, or take 1d6 thunder damage. An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, its damage becomes d8s, instead of d6s. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"evocation","Expansion":26275,"Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ▽)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Thunderous Smite","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The first time you hit with a melee weapon attack⁠ during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack⁠ deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.","properties":{"Category":"Spells","Name":"Thunderous Smite","Save":"Strength","Level":1,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Thunder","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Thunderous Smite","description":"Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: Instantaneous Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature , it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Thunderous Smite","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Strength","Damage Type":"Thunder"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thunderous Stampede","description":"This spell acts as thunderous charge, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (labyrinth)","Expansion":5764,"Components":"V","Damage Type":"Thunder","Casting Time":"1 bonus action","data-RangeAoe":"Self (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunderous Stampede","description":"As thunderous charge but affecting up to three targets. Targets other than you must use their reaction to move and attack under the effect of thunderous stampede. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet for each slot level above 2nd, and the attack does an additional 1d6 thunder damage for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Labyrinth)","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thunderous Stampede","description":"2nd-Level Transmutation Casting Time: 1 bonus action Range: Self (30-foot radius) Components: V Duration: Instantaneous This spell acts as thunderous charge, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunderous Wave","description":"You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunderous Wave","description":"You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone; if they strike a solid obstruction, they also take 5d6 bludgeoning damage. Those that succeed on the save are pushed 15 feet and are not knocked prone; they take 2d6 bludgeoning damage if they strike an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"Evocation (Battle)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thunderous Wave","description":"3rd-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunderstorm","description":"You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Thunderstorm","description":"You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a fly speed of 60 feet. The cloud is transparent to the creature the spell was cast on, but it is heavy obscurement to everyone else.","properties":{"Category":"Spells","Level":5,"School":"Transmutation (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Thunderstorm","description":"5th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a piece of lightning-fused glass) Duration: Concentration, up to 1 hour You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying Speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Thunderwave","description":"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw . On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Thunderwave","Save":"Constitution","Level":1,"Range":"Self (15-foot cube)","Damage":"2d8","School":"Evocation","Target":"Self (15-foot cube)","Classes":"Bard, Druid, Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V S","Damage Type":"Thunder","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-5,"data-DurationNum":0,"data-description":"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","Higher Spell Slot Dice":1,"data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Thunderwave","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (15-foot cube) Components: V, S Duration : Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects⁠ that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Thunderwave","Save":"Constitution","Level":1,"School":"Evocation","Expansion":5,"Components":"V S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Thunderwave","description":"1st-Level Evocation Casting Time : 1 action Rang e: Self (15-foot cube Components: V, S Duration : Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects⁠ that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Thunderwave","Save":"Constitution","Level":1,"School":"Evocation","Components":"V S","Damage Type":"Thunder","Casting Time":"1 action","data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Thunderwave","description":"1st-Level Evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage (round down) and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Thunderwave","description":"Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw . On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Thunderwave","Level":1,"Casting Time":"Action","Components":"V S","Save":"Constitution","Damage Type":"Thunder","data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thunderwave","description":"Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Classes":"Bard, Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Constitution Save, Inflict Damage, Thunder Damage","Spell Attack":"None","filter-Level":1,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Thunderwave\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Thunderwave\\\",\\\"description\\\":\\\"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. 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Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.","Level":1,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.","data-CastNum":2,"data-DurationNum":0,"Save":"Constitution","Damage":"2d8","Damage Type":"Thunder","data-RangeAoe":"Self (15 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tick Stop","description":"You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.","properties":{"Category":"Spells","Level":0,"School":"Transmutation (Clockwork)","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Tidal Barrier","description":"A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Abjuration (Elemental)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Tidal Barrier","description":"A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tidal Barrier","description":"1st-Level Abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a piece of driftwood) Duration: Concentration, up to 1 minute A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its Speed is reduced to 0 until the start of its next turn.","properties":{"Category":"Spells","Save":"Strength","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tidal Wave","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a drop of water) Duration : Instantaneous You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"Conjuration","Expansion":6,"Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Tidal Wave","description":"3rd-Level Conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a drop of water) Duration : Instantaneous You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Tide Mastery","description":"3rd-level transmutation Casting Time: 1 action Range: Self Components: S, M (a smooth pebble, worn to a perfect sphere which is not consumed in casting) Duration: Concentration, up to 3 minutes This spell can only be cast underwater. When you cast this spell you redirect the tidal forces caused by the moon, either pulling objects in the water towards yourself or repelling them. You must choose to either pull or repel when you cast this spell and you cannot change it unless you cast the spell again. This spell either draws or pulls objects up to 60 feet away from you. Pull. At the beginning of your turn, any unsecured objects or tiny aquatic life, less than 20 pounds, are pulled towards you at a rate of 20 feet each round. Objects that get within 5 feet of you will begin to orbit around you, and with enough objects you will soon have a spherical cloud of objects and small animals orbiting around you. In game terms, given enough material, you will have three-quarters cover from everything outside the sphere. Anything attempting to hit you with melee attacks with a reach of less than 10 feet take 2 (1d3) bludgeoning damage after each attack. Any swarms in the affected area must make a Constitution saving throw at the beginning of their round or be destroyed. Repel. At the beginning of your turn, any unsecured objects or tiny aquatic life, less than 20 pounds, are pushed away from you at a rate of 20 feet each round. Creatures within a 60-foot-radius sphere of you must make a Dexterity saving throw or take 3 (1d6) bludgeoning damage each time they begin their turn in the affected area. Any swarms in the affected area must make a Constitution saving throw at the beginning of their round or be destroyed.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Time Hop","description":"1st-level conjuration (chronomancy) Casting Time: 1 bonus action Range: Self Components: V, S, M (the second hand of a clock) Duration: Varies You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take actions or reactions, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Time in a Bottle","description":"9th-Level Transmutation Casting Time: 1 action Range: Sight Components: V Duration: Concentration, up to 1 minute You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time In A Bottle","description":"You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.","properties":{"Category":"Spells","Level":9,"School":"Transmutation (temporal) (clockwork)","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Sight"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time In A Bottle","description":"You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment on your turn, and events progress naturally from there.","properties":{"Category":"Spells","Level":9,"School":"Transmutation (Clockwork)","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Time Jaunt","description":"When you cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell. As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You cannot take any other actions during the round. Give a creature advantage or disadvantage on a saving throw it is about to make. Give a creature advantage or disadvantage on an attack roll it is about to make. Alter the location of a mobile object to provide or remove cover for a creature. Shift objects into the path of a creature; the first 10 feet of terrain it must travel becomes difficult terrain. After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level. Example of Combat. An adventuring party encounters four trolls in their lair. Initiative is rolled, and the order is fighter 20, cleric 15, rogue 14, trolls 12, wizard 10. Events unfold in this way: Fighter draws sword and attacks troll #1. Cleric casts time jaunt and disappears. Rogue fires an arrow at troll #2. Cleric yanks the troll’s arm, turning it broadside for a better target and giving the rogue advantage on the attack roll. The attack hits. Troll #1 swings at the fighter. Cleric gives the fighter’s shield a nudge to raise it just a little faster. Troll has disadvantage on the attack roll and misses. Troll #2 throws a spear at the rogue. Cleric flips a table over between the rogue and the troll, giving the rogue cover against the attack. Attack roll is still high enough to hit. Troll #3 charges the fighter. Cleric tips over an open barrel of pickled herring, strewing the contents across the floor and making the first 10 feet in the troll’s path difficult terrain. As a result, troll #3 does not have enough movement to reach the fighter on its turn. Troll #4 moves and attacks the fighter, scoring a hit. Cleric pulls on the troll’s weapon arm so the strike is a glancing one rather than a direct hit, and the attack deals half as much damage. Wizard casts grease on the area where trolls #1 and #4 are standing. Cleric gives each a swift kick to the back of the knee. Trolls have disadvantage on their Dexterity saving throws, fail their saves, and fall prone. Fighter stabs at troll #1, scoring a hit. Cleric gives the troll’s arm a yank, moving it just enough that the fighter hits the monster’s chest rather than its shoulder, providing the fighter a bonus of +7 (half the cleric’s level) on the attack’s damage. Cleric pops back into view, occupying the space where time jaunt was cast, then takes the next turn in round 2 as normal.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (temporal)","Expansion":5764,"Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Jaunt","description":"7th-Level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Special When you cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell. As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You cannot take any other actions during the round: Give a creature advantage or disadvantage on a saving throw it is about to make. Give a creature advantage or disadvantage on an attack roll it is about to make. Alter the location of a mobile object to provide or remove cover for a creature. Shift objects into the path of a creature; the first 10 feet of terrain it must travel becomes difficult terrain. After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level. Example of Combat. An adventuring party encounters four trolls in their lair. Initiative is rolled, and the order is fighter 20, cleric 15, rogue 14, trolls 12, wizard 10. Events unfold in this way: Fighter draws sword and attacks troll #1. Cleric casts time jaunt and disappears. Rogue fires an arrow at troll #2. Cleric yanks the troll’s arm, turning it broadside for a better target and giving the rogue advantage on the attack roll. The attack hits. Troll #1 swings at the fighter. Cleric gives the fighter’s shield a nudge to raise it just a little faster. Troll has disadvantage on the attack roll and misses. Troll #2 throws a spear at the rogue. Cleric flips a table over between the rogue and the troll, giving the rogue cover against the attack. Attack roll is still high enough to hit. Troll #3 charges the fighter. Cleric tips over an open barrel of pickled herring, strewing the contents across the floor and making the first 10 feet in the troll’s path difficult terrain. As a result, troll #3 does not have enough movement to reach the fighter on its turn. Troll #4 moves and attacks the fighter, scoring a hit. Cleric pulls on the troll’s weapon arm so the strike is a glancing one rather than a direct hit, and the attack deals half as much damage. Wizard casts grease on the area where trolls #1 and #4 are standing. Cleric gives each a swift kick to the back of the knee. Trolls have disadvantage on their Dexterity saving throws, fail their saves, and fall prone. Fighter stabs at troll #1, scoring a hit. Cleric gives the troll’s arm a yank, moving it just enough that the fighter hits the monster’s chest rather than its shoulder, providing the fighter a bonus of +7 (half the cleric’s level) on the attack’s damage. Cleric pops back into view, occupying the space where time jaunt was cast, then takes the next turn in round 2 as normal.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time Jump","description":"You throw a construct forward in time, if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Transmutation (Clockwork)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Time Jump","description":"You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.","properties":{"Category":"Spells","Save":"Constitution ","Level":8,"School":"Transmutation (temporal) (clockwork)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Jump","description":"8th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time Loop","description":"You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Transmutation (temporary)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Loop","description":"6th-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a metal loop) Duration: Concentration, up to 1 minute You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time Ravage","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy Wizard Schools of Magic. 9th-Level Necromancy Casting Time : 1 action Rang e: 90 feet Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) Duration : Instantaneous You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Necromancy","Expansion":5016,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Time Ravage","description":"9th-level necromancy Casting Time : 1 action Rang e: nbsp;90 feet Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"necromancy","Expansion":29448,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Time Reverse","description":"Components: V (retrorsum converti), M (A diamond worth 1,000 gp, a pinch of sand) Reciting this spell will turn back time exactly six seconds, enough time to correct a single mistake. It can be used to allow yourself or an ally to succeed on a saving throw, ability check, attack, or action that has just failed, or to attempt that action in a different way even if it has already passed. The diamond is consumed upon completion of the spell. You may be able to achieve something outside the text of the spell. State your intention to your GM, to interpret your intention as they see fit. ","properties":{"Category":"Spells","Level":9,"School":"Transmutation","Components":"a diamond worth 1,000 gp, a pinch of sand","Casting Time":"Reaction","data-RangeAoe":"60 ft."},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Time Slippage","description":"You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.","properties":{"Category":"Spells","Save":"Intelligence","Level":8,"School":"Transmutation (temporal) (clockwork)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Slippage","description":"8th-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (the heart of a chaotic creature of Challenge rating 5 or higher, worth 500 gp) Duration: Concentration, up to 1 minute You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s Speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.","properties":{"Category":"Spells","Save":"Intelligence","Level":8,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time Step","description":"You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (temporal)","Expansion":5764,"Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Step","description":"2nd-Level Conjuration Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time Stop","description":"9th-Level Transmutation Casting Time : 1 action Rang e: Self Components: V Duration : Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","properties":{"Category":"Spells","Name":"Time Stop","Level":9,"School":"Transmutation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Time Stop","description":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","properties":{"Category":"Spells","Name":"Time Stop","Level":9,"Range":"Self","School":"Transmutation","Target":"Self","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.<br />This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Time Stop","description":"Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures , while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","properties":{"Category":"Spells","School":"Transmutation","Name":"Time Stop","Level":9,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Time Stop","description":"Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":9,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Time Stop\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Time Stop\\\",\\\"description\\\":\\\"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\\\\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Time Stop","data-description":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\nThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Time Vortex","description":"This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a succesful save, it becomes immune to this casting of the spell. An affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn. d10 Effect 1-2 The creature is affected as if by a slow spell until the start of its next turn. 3-5 The creature is stunned until the start of its next turn. 6-8 The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. 9-10 The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. You can move the temporal vortex 10 feet each round as a bonus action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Evocation (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Time Vortex","description":"4th-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a successful save, it becomes immune to this casting of the spell. An affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn. d10 Effect 1–2 The creature is affected as if by a slow spell until the start of its next turn. 3–5 The creature is stunned until the start of its next turn. 6–8 The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. 9–10 The creature’s Speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. You can move the temporal vortex 10 feet each round as a bonus action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Time's Arrow","description":"1st-level transmutation (chronomancy) Casting Time: 1 action Range: Touch Components: V, S, M (a physical missile weighing a pound or less, such as an arrow, bolt, or sling bullet) Duration: 1 hour This spell enchants a missile so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell. The missile remains frozen in place until a creature passes within 120 feet in front of it, something touches it, the effect is dispelled, or the duration ends. At that time, the missile moves suddenly, as if it was just fired or thrown with a range of 120 feet. If a creature is in the line of fire, the missile makes an attack using your spell attack modifier. On a hit, it deals the normal damage of whatever missile type was used + your spellcasting ability modifier. If the missile’s damage varies by launcher, the GM decides which damage dice it uses.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Expansion":26275,"Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Timeless Engine","description":"You halt the normal processes of degradation and wear in a nonmagical clockwork device, rendering normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (Clockwork)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Timely Assistance","description":"Timely Assistance Requirements: Level 3, How Hard Can It Be Casting Time: bonus action Range: 10 feet Duration: special Cost: 1 WP The sharp mind of the philosopher allows him to offer useful advice on just about any undertaking, and often it just takes a word or two. Use of this power grants advantage to an ability check made by another character. If used together with the Weave Mastery feature Overcome Boundaries, it additionally allows for the elimination of one requirement for the action undertaken, such as a lock pick attempt without thieves’ tools.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"bonus action","data-RangeAoe":"10 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Timely Distraction","description":"You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires. d4 Mutation 1 Blinded 2 Stunned 3 Deafened 4 Prone","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Evocation (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Timely Distraction","description":"2nd-Level Evocation Casting Time: 1 action Range: 25 feet Components: V, S, M (a handful of sand or dirt thrown in the air) Duration: 3 rounds You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires. d4 Mutation 1 Blinded 2 Stunned 3 Deafened 4 Prone","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Timely Distraction","description":"You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target creature fails a Wisdom saving throw, roll 1d4 and consult the following table to determine the result. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success. Otherwise, the spell expires after 3 rounds. d4 Effect 1 Blinded 2 Stunned 3 Deafened 4 Prone","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Timely Intervention","description":"Timely Intervention Requirements: Level 11 Casting Time: reaction Range: 60 feet Duration: instantaneous Cost: 5 WP With just a carefully placed word or jarringly discordant short phrase, the philosopher can hinder or disrupt attempts at any kind of activity, including ability checks, spellcasting or combat rolls. Unless the target makes a successful Wisdom saving throw, the action automatically fails. Timely Intervention is used as a reaction.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"–","Components":"M","Casting Time":"reaction","data-RangeAoe":"60 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Tiny Hut","description":"A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects⁠ within the dome when you cast this spell can move through it freely. All other creatures and objects⁠ are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command⁠ the interior to become dimly lit or dark . The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.","properties":{"Category":"Spells","Name":"Tiny Hut","Level":3,"Range":"Self (10-foot-radius hemisphere)","Ritual":"Yes","School":"Evocation","Target":"A 10-foot-radius around and above you","Classes":"Bard, Wizard","Duration":"8 hours","Material":"A small crystal bead","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":-6,"data-DurationNum":12,"data-description":"A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br />Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<br />Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tiny Servant","description":"3rd-Level Transmutation Casting Time : 1 minute Rang e: Touch Components: V, S Duration : 8 hours You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Transmutation","Expansion":6,"Components":"V S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Tireless","description":"You grant machinelike stamina to the target. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor or read at three times the normal rate. Creatures under the effect of the spell are immune to nonmagical exhaustion and suffer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Clockwork)","Components":"S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Tireless","description":"You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (clockwork)","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tireless","description":"1st-Level Transmutation Casting Time: 1 action Range: Touch Components: S, M (an ever-wound spring worth 50 gp) Duration: 24 hours You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal Speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Toadstool Ring","description":"You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Token of Memory","description":"Tier 1 ai r illusion Casting Time: 1 minute Base Favor Cost: 0 Range: Touch Components (Required): V, S Resonances: You are in an area of dim light or darkness (1 bonus favor), it is the night of a new moon (2 bonus favor), you are in the Realm of Animals or Realm of Dreams (2 bonus favor) Duration: 1 hour Effects: You entreat spirits of wind to create an illusion of an inanimate object no larger than 5 feet in any dimension. The illusion appears to have all sensory qualities of the object (appearance, texture and the feel of weight, sounds, smell, and taste). It cannot actually function as the object it appears to be, however, as it has no mass. Any creature that encounters the illusion must make a Wisdom saving throw to realize it is not real. A creature that observes the illusion when it is being created has advantage on its saving throw. If a creature realizes the illusory nature of the object, it must still spend an action and make a successful Intelligence (Investigation) check with DC equal to your invocation save DC to perceive anything the illusion is obscuring. Empowerments You can spend favor for the following empowerments of this i nvocation: 1 favor: You hasten the rites, treating this invocation’s casting time as “1 action.” 1 favor: This invocation’s duration is increased to 10 hours. 1+ favor: You weave an especially subtle illusion. Increase the DC of saving throws to resist the illusion and checks to see past it by 3 per favor spent this way. 1+ favor: You create one additional copy of the item per favor spent this way. 2 favor: You dramatically hasten the rites, treating the invocation’s casting time as “1 bonus action.”","properties":{"Category":"Spells","Level":1,"School":"air illusion","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"Touch"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Tolia's Mercy","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":2,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Toll the Dead","description":"Necromancy Cantrip Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).","properties":{"Category":"Spells","Save":"Wisdom","Level":0,"School":"Necromancy","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Toll the Dead","description":"Necromancy Cantrip (Cleric, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage . If the target is missing any of its Hit Points , it instead takes 1d12 Necrotic damage . Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).","properties":{"Category":"Spells","School":"Necromancy","Name":"Toll the Dead","Level":0,"Casting Time":"Action","Components":"V S","Save":"Wisdom","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tolling Doom","description":"A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. This spell has no effect on a target that has an Intelligence score lower than 3. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.","properties":{"Category":"Spells","Save":"Charisma","Level":6,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tolling Doom","description":"6th-Level Necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bronze bell) Duration: Concentration, up to 1 minute A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. This spell has no effect on a target that has an Intelligence score lower than 3. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.","properties":{"Category":"Spells","Save":"Charisma","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tome Curse","description":"You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the bestow curse spell, or you can affect the target in one of the following ways: While the target is cursed, it is blinded. Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target. While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target’s valuables when the opportunity presents itself. (Even if in the target’s possession, the cursed book does not count as one of the target’s valuables.) A cursed target that either receives magical healing or rolls Hit Dice to recover hit points after a long rest must roll twice and use the lower result. A remove curse spell ends this effect. You can also stipulate other actions taken by the target that would nullify the curse (returning the book after it is stolen, for example).","properties":{"Category":"Spells","Level":4,"School":"Necromancy (fiendish)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tome Curse","description":"4th-Level Necromancy Casting Time: 10 minutes Range: Touch Components: V, S, M (an ounce of blood, and powdered onyx worth at least 50 gp, both of which the spell consumes) Duration: Until dispelled or triggered You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the bestow curse spell, or you can affect the target in one of the following ways: While the target is cursed, it is blinded. Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target. While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target’s valuables when the opportunity presents itself. (Even if in the target’s possession, the cursed book does not count as one of the target’s valuables.) A cursed target that either receives magical healing or rolls Hit Dice to recover Hit Points after a long rest must roll twice and use the lower result. A remove curse spell ends this effect. You can also stipulate other actions taken by the target that would nullify the curse (returning the book after it is stolen, for example).","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tongue of Sand","description":"3rd-Level Illusion (Ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: Until dispelled Tongue of sand is similar in many ways to magic mouth. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand. Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.","properties":{"Category":"Spells","Level":3,"School":"illusion (ritual)","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tongue Of Sand","description":"Tongue of sand is similar in many ways to magic mouth. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand. Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.","properties":{"Category":"Spells","Level":3,"School":"Illusion","Expansion":5764,"Components":"V, S","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tongue Pick","description":"1st-level transmutation Casting time: 1 bonus action Range: touch Components: v, s, m (a small wire) Duration: 1 hour The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M ","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Tongue Tied","description":"You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tongue Tied","description":"You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target's speech becomes garbled and it has disadvantage on Charisma checks that require speech. The creature can cast a spell with a verbal component only by making a successful Constitution check against your spell save DC. If the Constitution check fails, the creature's action is used but the spell slot isn't expended. Ritual Focus. If you expend your ritual focus, the affected target also takes 2d6 psychic damage every time it tries to talk.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"Enchantment (High Elven)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Tongue Tied","description":"5th-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration up to 1 minute You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.","properties":{"Category":"Spells","Save":"Wisdom","Level":5,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tongues","description":"3rd-Level Divination Casting Time : 1 action Rang e: Touch Components: V, M (a small clay model of a ziggurat) Duration : 1 hour This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.","properties":{"Category":"Spells","Name":"Tongues","Level":3,"School":"Divination","Components":"V M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tongues","description":"This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.","properties":{"Category":"Spells","Name":"Tongues","Level":3,"Range":"Touch","School":"Divination","Target":"The creature you touch","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Duration":"1 hour","Material":"A small clay model of a ziggurat","data-List":"false","Components":"V M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tongues","description":"Level 3 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","properties":{"Category":"Spells","School":"Divination","Name":"Tongues","Level":3,"Casting Time":"Action","Components":"V M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tongues","description":"Level 3 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":3,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Tongues\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Tongues\\\",\\\"description\\\":\\\"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a miniature ziggurat\\\"}}\"}]","filter-Components":"Verbal, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Tongues","data-description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","Level":3,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V M","Material":"a miniature ziggurat","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tooth of the Wyrm","description":"2nd-level necromancy Casting time: 1 action Range: touch Components: v, s, m (a dragon’s tooth) Duration: concentration, up to 1 minute Your touch opens a magical wound in a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d4 necrotic damage. Until the spell ends, the target takes necrotic damage at the start of each of its turns. The necrotic damage increases by 1d4 each subsequent round, dealing 2d4 necrotic damage on the target’s first turn after being hit, 3d4 on the target’s second turn after being hit, and so on. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends. A lesser restoration spell cast on the target also ends the spell.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Toothless Beast","description":"You hinder the natural attacks of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, any time the creature attacks with a bite, claw, slam, or other weapon that isn’t manufactured, it must roll the weapon’s damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. This spell has no effect on constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":2,"School":"enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Torrent of Fire","description":"","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation (dragon)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 round","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Torrent of Fire","description":"4th-Level Conjuration Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a piece of obsidian) Duration: Instantaneous You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Torrent Of Fire","description":"You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Conjuration (Dragon)","Components":"V S M","Damage Type":"Fire","Casting Time":"1 round","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Totem Arrows","description":"You touch a quiver containing arrows or bolts, imbuing the ammunition currently in it with the spirit of a creature, plant, or fungus. For the duration, any creature hit (or in the case of ‘Hawk’, targeted) by one of the pieces of ammunition is subject to the effect of the spirit currently imbuing the quiver (see below), in addition to the attack’s normal effects. As a bonus action, you can change which spirit imbues the quiver. Cat. The target takes an additional 1d6 slashing damage. If the attack roll was made with advantage, the additional damage is increased to 2d6 . Elk. The target takes an additional 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone or shoved 5 feet in a direction of your choice (you choose when the target is hit). Hawk. The attack ignores half and three-quarters cover. Hogweed. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn. Psilocybin. The target must succeed on a Wisdom saving throw or begin ‘tripping’ for the spell’s duration. Whilst tripping, the creature must roll a d4 at the start of each of its turns. On a 1 , the target is incapacitated until the end of its turn and the effect ends. On a 2-4 , the target behaves as normal, and the effect continues. Roc. The target must succeed on a Strength saving throw or its speed becomes 0 and it is lifted 20 feet into the air until the end of its next turn, when it begins falling. If there isn’t enough room to be lifted 20 feet, the creature is lifted to the maximum possible height. Snake. The target takes an additional 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned for the spell’s duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spider. The target must succeed on a Dexterity saving throw or become restrained until the end of its next turn. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC , ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of this spell is concentration, up to 8 hours .","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Touch of Death","description":"Make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 200 poison damage. This damage ignores any resistance or immunity the creature has to poison damage, and can't be reduced or prevented in any way. The potent poison lingers in the targets body and pulls it towards death. A target reduced to zero hit points by this poison damage automatically fails death saving throws until it finishes a long rest. A Heal or Greater Restoration spell cast on the target also ends this effect.","properties":{"Category":"Spells","Level":9,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Touch of Fatigue","description":"You touch a single creature with a draining energy. Until the start of your next turn, the creature’s speed is halved and it has disadvantage on the next ability check, attack roll, or saving throw it makes during the spell’s duration.","properties":{"Category":"Spells","Level":0,"School":"necromancy","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Touch of the Eternal","description":"You channel the grace of a deity to heal those around you. Roll 15d8 + fifteen times your spellcasting ability modifier. You and any number of creatures within range regain hit points equal to the result.","properties":{"Category":"Spells","Level":9,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Touch of the Unliving","description":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":5494,"Components":"V S ","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Touch of the Unliving","description":"","properties":{"Category":"Spells","Level":3,"School":"Necromancy","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Touch of the Unliving","description":"3rd-Level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Towering Guardian","description":"You forge a mechanical protector. Choose an area within range with at least 10 cubic feet of metal or reinforced polymer, such as a ship’s corridor, a starport hanger or a room filled with shipping containers. A reisa guardian or another construct of challenge rating 5 or lower takes form in an unoccupied space within 10 feet of it. The guardian disappears when it drops to 0 hit points or when the effect ends. The guardian is friendly to you and your companions for the duration. Roll initiative for the guardian, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the guardian, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the guardian doesn’t disappear. Instead, you lose control of the guardian, it becomes hostile toward you and your companions, and it might attack. An uncontrolled guardian can’t be dismissed by you, and it dismantles and vanishes 1 hour after you summoned it. At Higher Ranks. When you use this power at rank 6 or higher, the challenge rating increases by 1 for each rank above 5.","properties":{"Category":"Spells","Level":5,"School":"Alteration","Expansion":27051,"Casting Time":"1 minute"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Toxic Barrage","description":"You create four rays of pure poison and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 3d6 poison damage. If a target is hit by one or more of these rays, it must make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target can repeat the saving throw at the end of each of its turns. On a success, it is no longer poisoned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional ray for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"conjuration","Expansion":29025,"Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Toxic Burst","description":"You launch a micro-drone at a point you choose that you can see within range. The drone ejects a toxic gas, filling a 20-foot-radius sphere centered on that point. The gas spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere’s area for the first time on a turn or ends its turn there. At Higher Ranks. When you use this power at rank 6 or higher, the damage increases by 1d10 for each rank above 5.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Technique","Expansion":27051,"Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Toxic Shield","description":"You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":29025,"Components":"S, M","Damage Type":"Poison","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Tracer","description":"When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tracer","description":"When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.","properties":{"Category":"Spells","Level":3,"School":"Divination","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tracer","description":"When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V S M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Tracer","description":"3rd-Level Divination Casting Time: 1 bonus action Range: Self Components: V, S, M (a drop of bright paint) Duration: 8 hours When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.","properties":{"Category":"Spells","Level":3,"School":"divination","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tracer Strike","description":"The next time you hit a creature with a weapon attack before this effect ends, the weapon is imbued with a proton charge. The target takes an extra 2d6 radiant and becomes visible if it’s invisible. The target also sheds dim light in a 5-foot radius and can’t become cloaked, intangible, or invisible until the effect ends.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Damage Type":"radiant","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tracker Drone","description":"You forge a small surveillance drone with which you have a direct link (the GM has statistics for this creature). You can use your bonus action to command the drone to move in a certain direction or toward a particular area. For the duration, you can use the drone’s sensors in two ways. Data Display. The drone transmits audio and video to a datapad of your choice that you are carrying. The transmission is mundane and susceptible to signal jamming or interference. While receiving information from the drone in this way, you have disadvantage to your own Wisdom (Perception) checks. Direct Display. You can use your action to receive sensory input directly from the drone’s audio and visual sensors. This signal cannot be blocked, jammed, or intercepted in any way. While perceiving through the drone’s sensors, you gain the benefits of any special senses possessed by the drone, though you are blinded and deafened to your own surroundings.","properties":{"Category":"Spells","Level":2,"School":"Technique","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tracking Beacon","description":"You choose a creature within range to mark with a glowing orb of light, which floats 120 feet above the creature’s head. The target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the light hovers above the target’s location, moving as the target moves, which enables you to track the creature’s direction and distance by staying within sight of the beacon. The beacon continues to function even when you cannot see it, as long as the target remains on the same plane as you. If either you or the target travels to another plane, the spell ends. You can use a bonus action on your turn to adjust the height of the beacon, ranging from its starting point of 120 feet to as low as 5 feet above the head of the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Divination (illumination)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tracking Beacon","description":"3rd-Level Divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 8 hours You choose a creature within range to mark with a glowing orb of light, which floats 120 feet above the creature’s head. The target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the light hovers above the target’s location, moving as the target moves, which enables you to track the creature’s direction and distance by staying within sight of the beacon. The beacon continues to function even when you cannot see it, as long as the target remains on the same plane as you. If either you or the target travels to another plane, the spell ends. You can use a bonus action on your turn to adjust the height of the beacon, ranging from its starting point of 120 feet to as low as 5 feet above the head of the target.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"divination (ritual)","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tractor Beam","description":"A small tractor beam drone appears in an unoccupied space of your choice that you can see within range. When you activate this power, you can direct the drone to fire its beam at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the drone. Until the effect ends, you can direct the drone to fire again at the same creature or another one as a bonus action on each of your turns.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Trade Corporeality","description":"4th-level transmutation Casting time: 1 action Range: 60 feet Components: v, s, m (a ghost’s tooth) Duration: concentration, up to 1 minute A ghostly creature you can see within range becomes solid and more lifelike. If the target doesn’t have the incorporeal movement trait, the spell fails. The target must succeed on a constitution saving throw or become corporeal as you become incorporeal. For the duration, the target loses its incorporeal movement trait and any resistances it has to acid, cold, fire, lightning, and thunder damage as well as any resistances it has to bludgeoning, piercing, and slashing damage from nonmagical attacks. Until the spell ends, you gain the incorporeal movement trait and the resistances the target lost.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Trail Path","description":"Divination cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You can use your proficiency bonus on the next Wisdom (Survival) check you make while tracking even if you're not proficient. If you're already proficient in that skill, you double your proficiency bonus.","properties":{"Category":"Spells","Level":0,"School":"Divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Tranquilizing Toxin","description":"One target you choose within range must make a Constitution saving throw or take 8d6 poison damage and become poisoned until the end of your next turn. While poisoned in this way, the target is also stunned. On a successful saving throw, the target takes half damage and is not poisoned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"evocation","Expansion":29025,"Components":"V, S","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Transform Blood","description":"","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Transient Bulwark","description":"1st-level abjuration (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pearl worth 10 gp, which the spell consumes) Duration: 8 hours The next attack made against you within the duration has a −10 penalty to hit.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Transmogrification","description":"You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt. Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered. Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use. Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties. Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn. Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use. Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone. Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (apocalypse)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Transmogrification","description":"7th-level transmutation Casting time: 1 action Range: self Components: v, s, m (a bit of flesh from a fiend, or a feather from a celestial, either worth at least 50 gp) Duration: concentration, up to 10 minutes You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all available uses of the third form you adopt. Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered. Breath weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use. Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties. Radiating light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful constitution saving throw. A creature takes this damage only once per turn. Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use. Overwhelming might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a strength saving throw or be knocked prone. Frightening presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Transmute Form","description":"This power transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The power has no effect on a shapeshifter or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, use powers, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Transmute Rock","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (clay and water) Duration : Concentration, up to 1 minute You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.","properties":{"Category":"Spells","Level":5,"School":"Transmutation","Expansion":6,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Transmute Rock","description":"5th-Level Transmutation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (clay and water) Duration : Instantaneous You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Transport via Plants","description":"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence . You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","properties":{"Category":"Spells","Name":"Transport via Plants","Level":6,"Range":"10 feet","School":"Conjuration","Target":"A Large or larger inanimate plant and another plant, at any distance, on the same plane of existence","Classes":"Druid","Duration":"1 round","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":10,"data-DurationNum":2,"data-description":"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Transport via Plants","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 10 feet Components: V, S Duration : 1 round This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","properties":{"Category":"Spells","Name":"Transport via Plants","Level":6,"School":"Conjuration","Components":"V S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Transport via Plants","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence . You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","properties":{"Category":"Spells","School":"Conjuration","Name":"Transport via Plants","Level":6,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Transport via Plants","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Transport via Plants\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Transport via Plants\\\",\\\"description\\\":\\\"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"10 feet\\\",\\\"duration\\\":\\\"1 minute\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Transport via Plants","data-description":"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","Level":6,"Casting Time":"Action","Duration":"1 minute","Range":"10 feet","Components":"V S","data-CastNum":2,"data-DurationNum":4,"data-RangeNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Trauma","description":"You cause a rupture to form on the creature’s body. Make a melee forging attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d10 for each rank above 1.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Traveler's Enigma","description":"A nonmagical object you touch is transformed into a random trinket (either from the Trinkets table in the Player’s Handbook or a similar trinket of the DM’s choice). The object you touch must weigh less than 10 pounds and be no more than 5 inches along any dimension. The transformation lasts for 1 minute, until you dismiss the transformation as a bonus action, or until another creature touches the trinket.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Expansion":21558,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Treacherous Allies","description":"You attempt to warp the perception of one creature you can see within range. The target must make an Intelligence saving throw. If the target is immune to being frightened, it automatically succeeds. On a failed save, the target sees their allies as a threat. Until the effect ends, the target regards all creatures it can see as enemies. At the end of each of its turns, the target can repeat the saving throw. The effect ends on a successful save.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"Psychogenic","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Treasure Chasm","description":"You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Treasure Chasm","description":"You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success. The effect also ends if the creature takes damage from you or one of your allies. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Enchantment (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Treasure Chasm","description":"2nd-Level Enchantment Casting Time: 1 action Range: 100 feet Components: V, S, M (a gold coin) Duration: Concentration, up to 1 minute You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tree Heal","description":"You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.","properties":{"Category":"Spells","Level":0,"School":"Evocation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tree Heal","description":"You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tree Heal","description":"You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.","properties":{"Category":"Spells","Level":"cantrip","School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Tree Heal","description":"Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tree Running","description":"One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tree Running","description":"2nd-Level Transmutation Casting Time: 1 action Range: Touch Components: S, M (a maple catkin) Duration: Concentration, up to 1 hour One willing creature you touch gains a climbing Speed equal to its walking speed. This climbing Speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tree Speak","description":"You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned. If you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"Divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tree Speak","description":"You touch a tree and ask it one question about anything that might have happened in its immediate vicinity (such as, “Who passed by here?”). You get a mental sensation of the response, which takes the duration of the spell. Trees do not have a human sense of time, so the tree might answer with something that happened last night or a hundred years ago. The sensation you receive may include sight, hearing, vibration, or smell, all from the perspective of the tree. Trees are particularly attentive to anything which may harm the forest and always report such activities when questioned. If you cast this spell on a tree that contains a merged Circle of Oaks druid or other creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tree Speak","description":"1st-Level Divination Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned. If you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tree Stride","description":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.","properties":{"Category":"Spells","Name":"Tree Stride","Level":5,"Range":"Self","School":"Conjuration","Target":"Self","Classes":"Druid, Ranger","Duration":"Up to 1 minute","Components":"V S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.<br />You can use this transportation ability once per round for the duration. You must end each turn outside a tree.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tree Stride","description":"5th-Level Conjuration Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement⁠. If you have no movement⁠ left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.","properties":{"Category":"Spells","Name":"Tree Stride","Level":5,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tree Stride","description":"Level 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.","properties":{"Category":"Spells","School":"Conjuration","Name":"Tree Stride","Level":5,"Casting Time":"Action","Components":"V S"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tree Stride","description":"Level 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Tree Stride\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Tree Stride\\\",\\\"description\\\":\\\"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\\\\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Tree Stride","data-description":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S","data-CastNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tremorsense","description":"You touch a willing creature to grant it the ability to sense vibrations in the earth. For the duration, that creature can detect and pinpoint the origin of vibrations within 120 feet, provided that the creature and the source of the vibrations are in contact with the same ground or substance. This sense can’t be used to detect flying or incorporeal creatures or see invisible ones (though it can pinpoint the location of an invisible creature moving on or through the earth).","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Trench","description":"With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the trench's width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Battle)","Components":"V S","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Trench","description":"By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result. The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Trench","description":"2nd-Level Transmutation Casting Time: 1 minute Range: 60 feet Components: V, S Duration: Permanent By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result. The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S","Casting Time":"1 minute","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Trick Double","description":"You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or use an esper power. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.","properties":{"Category":"Spells","Level":5,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Trick Question","description":"You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Trick Question","description":"You phrase a question in a way that can be answered by one word, to a target that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the spell ends, the target knows that you used magic to compel an answer.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"Enchantment (Hieroglyph)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Trick Question","description":"1st-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tricky Fingers","description":"You are able to generate a minor telekinetic effect at any point within range. For the duration of the talent, you can use your action to generate kinetic energy with a minor hand motion. You can command this energy to manipulate an object, open an unlocked door or container, pick up an item, pull a switch or lever, or pour the contents out of a jar. You can only generate one effect at a time which will last only for the duration. You may not use this energy to attack, activate weapons or complex triggers, or carry more than 10 pounds.","properties":{"Category":"Spells","Level":0,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Trigger Device","description":"You can supply or initiate the power source of one simple device within range. The device must be no larger than a 5-foot cube and is normally activated by a single switch or touch. Examples are a lighting panel, a mechanical fan, computer screen, door panel, or digital device. The extent is up to the full discretion of the GM. Items in motion or worn by another creature cannot be targeted with this power. If the target has no available power source, you can supply power to the device for the duration.","properties":{"Category":"Spells","Level":0,"School":"Metaphase","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Triumph of Ice","description":"7th-Level Transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a stone extracted from glacial ice) Duration: Concentration, up to 1 minute You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose. Air. Vapor condenses into snowfall. If the effect of a fog cloud spell, a stinking cloud, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage). Earth. Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its Speed halved until the area thaws unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage. Fire. Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds. Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Triumph Of Ice","description":"You transform one of the four elements into ice or snow. The area of effect is a sphere with a radius of 100 feet, centered on you. The specific effect varies depending on the element targeted. Air. Vapor condenses into snowfall. If cast on a fog cloud, stinking cloud, or a similar magic effect, this spell negates it. Creatures of elemental air who are targeted take 8d6 cold damage, and if airborne must make a successful Constitution saving throw to avoid being knocked prone (no falling damage). Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. Creatures in the water at its surface must make successful Dexterity saving throws to avoid being immobilized in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. Creatures of elemental water take no damage from the spell but are paralyzed for 1d6 rounds unless they make a successful Constitution saving throw, and they pay double for movement in the affected area. Earth. Soil freezes into permafrost to a depth of 10 feet. Creatures burrowing through the area have their speed halved until the area thaws, unless they can burrow through solid rock. Creatures of elemental earth who fail a Constitution saving throw take 8d6 cold damage from stress fractures in their bodies. Fire. Flames transform into shards of ice and their area becomes difficult terrain. Creatures in the burning area take 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet they move through the area unless they are unhindered by icy terrain; a successful Dexterity saving throw halves the slashing damage. Lava cools into a solid crust 4 inches thick. Creatures of elemental fire must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (Rune)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Triumph Of Ice","description":"You transform one of the four elements into ice or snow. The area of effect is a sphere with a radius of 100 feet, centered on you. The specific effect varies depending on the element targeted. Air. Vapor condenses into snowfall. If cast on a fog cloud, stinking cloud, or a similar magic effect, this spell negates it. Creatures of elemental air who are targeted take 8d6 cold damage, and if airborne must make a successful Constitution saving throw to avoid being knocked prone (no falling damage). Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. Creatures in the water at its surface must make successful Dexterity saving throws to avoid being immobilized in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. Creatures of elemental water take no damage from the spell but are paralyzed for 1d6 rounds unless they make a successful Constitution saving throw, and they pay double for movement in the affected area. Earth. Soil freezes into permafrost to a depth of 10 feet. Creatures burrowing through the area have their speed halved until the area thaws, unless they can burrow through solid rock. Creatures of elemental earth who fail a Constitution saving throw take 8d6 cold damage from stress fractures in their bodies. Fire. Flames transform into shards of ice and their area becomes difficult terrain. Creatures in the burning area take 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet they move through the area unless they are unhindered by icy terrain; a successful Dexterity saving throw halves the slashing damage. Lava cools into a solid crust 4 inches thick. Creatures of elemental fire must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Trollish Charge","description":"You veil a willing creature you can see within range in an illusion others perceive as their worst nightmares given flesh. When the affected creature moves at least 10 feet straight toward a creature and attacks it, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the affected creature’s attack hits the frightened target, the affected creature can roll the attack’s damage dice twice and use the higher total. At the end of each of its turns, a creature frightened by this spell can make another Wisdom saving throw. On a success, the creature is no longer frightened and can’t be frightened by this spell again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"True Light of Revelation","description":"4th-Level Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small piece of phosphorus) Duration: Concentration, up to 1 minute A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa. When a creature that has taken a different form—through spells such as polymorph or shapechange, or from inborn abilities, such as a druid’s Wildshape feature—enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form. Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"True Light Of Revelation","description":"A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa. When a creature that has taken a different form—through spells such as polymorph or shapechange, or from inborn abilities, such as a druid’s wildshape feature—enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form. Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"Abjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"True Polymorph","description":"9th-Level Transmutation Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration : Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The spell lasts for the d⁠uration, or until the target drops to 0 hit points⁠ or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a target with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose c⁠hallenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics⁠, including mental ability scores, are replaced by the statistics⁠ of the new form. It retains its alignment and personality. The target assumes the hit points⁠ of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points⁠, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points⁠, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature⁠ of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech⁠, unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size.. The creature’s statistics⁠ become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.","properties":{"Category":"Spells","Name":"True Polymorph","Level":9,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"True Polymorph","description":"Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw , and if it succeeds, it isn't affected by this spell. Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious . The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.","properties":{"Category":"Spells","Name":"True Polymorph","Level":9,"Range":"30 feet","School":"Transmutation","Target":"One creature or nonmagical object that you see within range","Classes":"Bard, Warlock, Wizard","Duration":"Up to 1 hour","Material":"A drop of mercury, a dollop of gum arabic, and a wisp of smoke","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":8,"data-description":"Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.<br />This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.<br />Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.<br />The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.<br />The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.<br />The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.<br />Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.<br />If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.<br />Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"True Polymorph","description":"Level 9 Transmutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw , and if it succeeds, it isn’t affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points , Hit Point Dice , alignment , and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object , it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.","properties":{"Category":"Spells","School":"Transmutation","Name":"True Polymorph","Level":9,"Casting Time":"Action","Components":"V S M","Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"True Polymorph","description":"Level 9 Transmutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Condition, Wisdom Save","Spell Attack":"None","filter-Level":9,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"True Polymorph\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"True Polymorph\\\",\\\"description\\\":\\\"Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\\\\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\\\\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\\\\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. \\\\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\\\\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\\\\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\\\\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\\\\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 hour\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a drop of mercury, a dollop of gum arabic, and a wisp of smoke\\\"}}\"},{\"name\":\"True Polymorph Attack\",\"parent\":\"True Polymorph\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"True Polymorph - Unwilling Target\\\",\\\"description\\\":\\\"An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onSucceed\\\":\\\"It isn't affected by this spell.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"True Polymorph","data-description":"Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. \nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.","Level":9,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"30 feet","Components":"V S M","Material":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","data-CastNum":2,"data-RangeNum":30,"Save":"Wisdom"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"True Reactive Mutation","description":"7th-level biomancy* (*can be replaced with transmutation) Casting Time: 1 minute Range: 10 feet Components: V, S, M (some bone marrow) Duration: 10 minutes Classes: Druid, Sorcerer, Warlock, Wizard For the duration, you enhance the defensive capabilities of up to six willing creatures you can see within range. Immediately after the next time each creature takes damage, it gains resistance to that damage type for 1 minute and then the spell ends on it. At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour , and the spell ends on a creature 1 minute after it gains a second damage resistance type, instead of the first. When you cast this spell using a spell slot of 9th level, it lasts for 24 hours and ends 1 minute after a creature gains a third damage resistance type, instead of the first.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"10 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"True Resurrection","description":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison , cures all diseases , and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","properties":{"Category":"Spells","Name":"True Resurrection","Level":9,"Range":"Touch","School":"Necromancy","Target":"A creature that has been dead for no longer than 200 years and that died for any reason except old age","Classes":"Cleric, Druid","Duration":"Instantaneous","Material":"A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes","data-List":"false","Components":"V S M","Casting Time":"1 hour","data-CastNum":6,"data-RangeNum":-7,"data-DurationNum":0,"data-description":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.<br />This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.<br />The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"True Resurrection","description":"9th-Level Necromancy Casting Time : 1 hour Rang e: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration : Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points⁠. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.","properties":{"Category":"Spells","Name":"True Resurrection","Level":9,"School":"Necromancy","Expansion":5,"Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"True Resurrection","description":"Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points . This spell closes all wounds , neutralizes any poison , cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.","properties":{"Category":"Spells","School":"Necromancy","Name":"True Resurrection","Level":9,"Casting Time":"1 hour","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"True Resurrection","description":"Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Cleric, Druid","Expansion":33335,"data-List":"false","filter-Tags":"Healing","Spell Attack":"None","filter-Level":9,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"True Resurrection\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"True Resurrection\\\",\\\"description\\\":\\\"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\\\\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\\\\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"1 hour\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"diamonds worth 25,000+ GP, which the spell consumes\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"1 hour","filter-Concentration":"No","Name":"True Resurrection","data-description":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\nThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\nThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","Level":9,"Casting Time":"1 hour","Duration":"Instantaneous","Range":"Touch","Components":"V S M","Material":"diamonds worth 25,000+ GP, which the spell consumes","data-CastNum":6,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"True Seeing","description":"6th-Level Divination Casting Time : 1 action Rang e: Touch Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell ) Duration : 1 hour This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.","properties":{"Category":"Spells","Name":"True Seeing","Level":6,"School":"Divination","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"True Seeing","description":"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight , notices secret doors hidden by magic, and can see into the Ethereal Plane , all out to a range of 120 feet.","properties":{"Category":"Spells","Name":"True Seeing","Level":6,"Range":"Touch","School":"Divination","Target":"The willing creature you touch","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Duration":"1 hour","Material":"An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"True Seeing","description":"Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet.","properties":{"Category":"Spells","School":"Divination","Name":"True Seeing","Level":6,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"True Seeing","description":"Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet.","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Cleric, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":6,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"True Seeing\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"True Seeing\\\",\\\"description\\\":\\\"For the duration, the willing creature you touch has Truesight with a range of 120 feet.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Divination\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"mushroom powder worth 25+ GP, which the spell consumes\\\"}}\"},{\"name\":\"True Seeing Condition\",\"parent\":\"True Seeing\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Truesight\\\"}\"},{\"name\":\"True Seeing Truesight Sense\",\"parent\":\"True Seeing Condition\",\"payload\":\"{\\\"type\\\":\\\"Sense\\\",\\\"name\\\":\\\"Truesight\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":120}}\"}]","filter-Components":"Verbal, Somatic, Material (Consumed)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"True Seeing","data-description":"For the duration, the willing creature you touch has Truesight with a range of 120 feet.","Level":6,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"mushroom powder worth 25+ GP, which the spell consumes","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"True Strike","description":"You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.","properties":{"Category":"Spells","Name":"True Strike","Level":0,"Range":"30 feet","School":"Divination","Target":"A target in range","Classes":"Bard, Sorcerer, Warlock, Wizard","Duration":"Up to 1 round","data-List":"false","Components":"S","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":30,"data-DurationNum":1,"data-description":"You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"True Strike","description":"Divination Cantrip Casting Time : 1 action Rang e: 30 feet Components: S Duration : Concentration, up to 1 round You point a finger at a target in range. Your magic grants you a brief insight⁠ into the target’s defenses. On your next turn, you gain advantage on your first attack⁠ roll against the target, provided that this spell hasn’t ended.","properties":{"Category":"Spells","Name":"True Strike","Level":0,"School":"Divination","Expansion":5,"Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"True Strike","description":"Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity . If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","properties":{"Category":"Spells","School":"Divination","Name":"True Strike","Level":0,"Casting Time":"Action","Components":"S M","Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"True Strike","description":"Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","properties":{"Category":"Spells","School":"Divination","Classes":"Bard, Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Radiant Damage","Spell Attack":"Melee","filter-Level":"Cantrip","filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"True Strike\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"True Strike\\\",\\\"description\\\":\\\"Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. 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The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"S M","Material":"a weapon with which you have proficiency and that is worth 1+ CP","Higher Spell Slot Desc":"Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","data-CastNum":2,"data-DurationNum":0,"Damage Type":"Radiant"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Truesight","description":"This power gives a willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices hidden doors and portals masked by esper powers, and can see into pocket dimensions and spatial distortions, all out to a range of 120 feet.","properties":{"Category":"Spells","Level":6,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Truthflame","description":"3rd-level abjuration Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S Duration: 10 minutes Classes: Bard, Cleric, Paladin You create a magical zone filled with tiny floating lights in a 20-foot-radius sphere centred on a point of your choice within range. The zone is brightly lit and guards against deception. Until the spell ends, a creature that speaks a deliberate lie while in the zone must make a Charisma saving throw . On a failed saving throw, a creature takes 3d6 psychic damage and 3d6 radiant damage, and, if it has legwear, the clothing begins to smoulder. The legwear of a creature that fails three saving throws against this spell while within the zone sets aflame and the creature takes 1d6 fire damage at the start of each of its turns until the flames are extinguished. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and your choice of either psychic or radiant damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"abjuration","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Tsunami","description":"8th-Level Conjuration Casting Time : 1 minute Rang e: Sight Components: V, S Duration : Concentration, up to 6 rounds A wall of water⁠ springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.","properties":{"Category":"Spells","Name":"Tsunami","Level":8,"School":"Conjuration","Expansion":5,"Components":"V S","Casting Time":"1 minute","data-RangeAoe":"Sight"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tsunami","description":"Level 8 Conjuration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw , taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage . A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming . Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.","properties":{"Category":"Spells","School":"Conjuration","Name":"Tsunami","Level":8,"Casting Time":"1 minute","Components":"V S","Save":"Strength","Damage Type":"Bludgeoning","data-RangeAoe":"1 mile (300 ft long, 300 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tundra Hold","description":"5th-level evocation Casting time: 1 action Range: touch Components: v, s, m (a handful of snow or ice) Duration: instantaneous Magical ice quickly spreads from a point you touch, extending in a line 60 feet long and 20 feet wide. Each creature caught in the ice’s path must make a dexterity saving throw. On a failed save, a creature takes 5d8 cold damage and is restrained by ice. On a successful save, a creature takes half the damage and isn’t restrained. The line then becomes difficult terrain for 10 minutes. A creature restrained by the ice must make a constitution saving throw at the start of each of its turns, taking 1d8 cold damage on a failed save. A creature restrained by the ice can use its action to make a strength check against your spell save dc. If it succeeds, it is no longer restrained. If a creature remains restrained by the ice for three of its turns, it becomes petrified at the start of its fourth turn, turning into an ice sculpture.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M ","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Tundra Touched","description":"Your physiology becomes similar to that of a creature born in the arctic cold of the tundra. You gain immunity to cold damage, are unaffected by conditions that cause snow blindness or hypothermia, and can move across icy surfaces without hindrances. In addition, you gain vulnerability to fire and your melee and natural weapon attacks deal an extra 2d6 cold damage on a hit for the duration of the spell.","properties":{"Category":"Spells","Level":8,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Tune of Merriment","description":"This spell is cast during a short rest and is not considered strenuous activity. At the end of the short rest, allied creatures within range can expend up to one Hit Dice and roll the die and add your spellcasting modifier to allow another allied creature within range to regain hit points equal to the result. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, creatures can expend one additional Hit Dice and allow another creature within the spell’s range to regain hit points per spell level above 1st.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S","Casting Time":"1 hour","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Tunnel Vision","description":"You alter a touched creature’s visions so that you can see everything, even through walls. This spell functions identically to the spell true seeing , except that you can see through any barriers within the sight’s range. While this spell is active, the creature can spend 1 minute focusing on another creature and learn certain information about its capabilities. You discern one of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total class levels (if any)","properties":{"Category":"Spells","Level":8,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Twinflame","description":"You create a temporary fiery duplicate of a fighting ally that attacks your enemies. Target a single allied creature within range that made a melee weapon attack since the end of your last turn. Make a melee spell attack against a creature the allied creature targeted with a melee weapon attack since the end of your last turn. On a hit, this spell does fire damage equal to the weapon damage die of the weapon used by the ally. Add your spellcaster ability modifier to the roll. This spell’s damage increases when you reach higher levels. At 5th level, the melee spell attack deals an extra 1d6 fire damage to the target. The extra damage roll increase by 1d6 at 11th level (2d6) and 17th level (3d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Twist of Fate","description":"A halo of six red, alien eyes encircle your head, enabling you to peer into the realm of possibilities. Whenever a creature within 60 feet of you that you can see hits or misses with an attack roll, or fails or succeeds on a saving throw, you can expend one of the eyes to add or subtract 1d10 from the creature’s roll. Additionally, while this spell is active, you do not have disadvantage on any roll, and no attack roll against you has advantage. The spell ends when all six eyes have been expended or when the duration expires.","properties":{"Category":"Spells","Level":8,"School":"divination","Expansion":25357,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Twist the Skein","description":"1st-Level Enchantment Casting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check Range: 30 feet Components: S Duration: Instantaneous You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"S","Casting Time":"1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Twist The Skein","description":"You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.","properties":{"Category":"Spells","Level":1,"School":"Enchantment","Expansion":5764,"Components":"S","Casting Time":"1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Twist The Skein","description":"1st-level divination (cleric, warlock) Casting Time : 1 reaction, when a creature makes a successful or unsuccessful attack roll, saving throw, or skill check Range : 30 feet Components : S Duration : Instantaneous You tweak a strand of a creature’s fate as it makes an attack roll, saving throw, or skill check. Roll 1d20 – 10 to produce a number from 10 to –9. Add that number to the creature’s roll, increasing or decreasing the result accordingly. This adjustment can turn a failure into a success or vice versa, or it may not change the outcome at all. The target must use the modified result regardless of whether it’s better or worse than the original.","properties":{"Category":"Spells","Level":1,"School":"Divination","Expansion":11996,"Components":"S","Casting Time":"1 reaction, when a creature makes a successful or unsuccessful attack roll, saving throw, or skill check"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Tyra's Coerced Karaoke","description":"2nd-level enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute As spectral instruments appear playing around you, you begin singing a well-known song, and others feel compelled to join in. For the duration, when a creature comes within 30 feet of you or begins its turn there, it must make a Wisdom saving throw or begin singing along with you. A singing creature matches the pitch and words of the song as closely as it can, even if it can’t speak the song’s language. Furthermore, it can’t speak normally (though it can still communicate telepathically), and it can’t perform the verbal components of spells. Creatures that can’t be charmed are immune to this spell. Unlike other spells, you can concentrate on this spell and the spell irresistible dance at the same time. Losing your concentration on either spell ends both spells.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"enchantment","Expansion":26275,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ○)"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ugly Duckling","description":"One creature of your choice within range must make a Charisma saving throw. On a failed save, the target has disadvantage on all Charisma checks it makes and anyone it speaks to is indifferent to them for the duration. If the target succeeds on a Charisma check while under the effect of this spell, it can make a new saving throw to overcome the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional target for each slot level used above 2nd.","properties":{"Category":"Spells","Level":2,"School":"enchantment (fey)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ugly Duckling","description":"2nd-level enchantment Casting time: 1 action Range: 30 feet Components: v, s, m (a shard of mirror) Duration: concentration, up to 1 hour One creature of your choice within range must make a charisma saving throw. On a failed save, the target has disadvantage on all charisma checks it makes and anyone it speaks to is indifferent to them for the duration. If the target succeeds on a charisma check while under the effect of this spell, it can make a new saving throw to overcome the effect. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional target for each slot level used above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Umbral Juke","description":"You create an inkling mascot as a sacrificial target in the blink of an eye while teleporting a short distance to confound a creature attacking you. You teleport to an unoccupied space adjacent to the attacking creature and summon an inkling mascot in the space you once occupied. The attacking creature must make a Wisdom saving throw. On a success, the creature targets you with the triggering melee attack. On a failure, the attacking creature instead targets the inkling mascot summoned by this spell with the triggering attack. The inkling mascot disappears when it drops to 0 hit points or when the spell ends. The inkling mascot is an ally to you and your companions. In combat, the inkling mascot shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The creature’s statistics can be found in Strixhaven: A Curriculum of Chaos .","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"conjuration","Expansion":32309,"Components":"V, S","Casting Time":"1 reaction, which you take when you are targetted by a melee attack","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Umbral Step","description":"You enter a shadow large enough to contain you and teleport yourself from your current location to any other shadowy spot within range of the spell. It can be a place you can see, one you can visualize, or one you can describe by stating the distance and direction, so long as the destination is also a shadow large enough to contain you. If you would arrive in a place already occupied by an object or a creature, you take 4d6 force damage, and the spell fails to teleport you. Stepping into the shadow is a Disengage, and you may Hide as a bonus action upon arrival. You can cast this spell as an action on a creature you can touch, granting them the benefits of this spell, but casting the spell in this way causes you to lose your shadow until you complete a short rest.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Expansion":5818,"Components":"V, S, M","Casting Time":"1 reaction, which you take when you or an adjacent ally is disengaging from a hostile creature","data-RangeAoe":"500 feet"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Umbral Storm","description":"You create a channel to a region of the Shadow Realm that is inimical to life and order. A storm of dark, raging entropy fills a sphere 20 feet in radius, centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Necromancy (Shadow)","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Umbral Storm","description":"You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"Necromancy (shadow)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Umbral Storm","description":"9th-level necromancy Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 1 minute You create a channel to a region of the plane of shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful constitution saving throw halves the damage and prevents the exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.","properties":{"Category":"Spells","Save":"Constitution","Level":9,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Unbind Gravity","description":"When you cast this spell, you gain 1 Contamination Level. This spell allows you to control gravity in a 100-foot-cube centered on a point within range. When you cast this spell and at the start of each of your turns for the spell's duration, you decide which direction gravity pulls within the area. All creatures and objects that aren't somehow anchored to the ground in the area fall in the direction you choose until they reach the edge of the area. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the edge of the area without striking anything, it remains there, oscillating slightly, for the duration. Alternatively, you can decide to prevent gravity from acting within the area. When you do, creatures within the area levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly. At the end of the duration, affected objects and creatures fall back down.","properties":{"Category":"Spells","Level":7,"School":"contaminated transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Unbound Chamber","description":"Unbound Chamber 6th-level transmutation (ritual) (druid, sorcerer, wizard) Casting Time: 10 minutes Range: 500 feet Components: V, S Duration: 8 hours Using a ritual of ancient magic, you distort the gravitational balance of an enclosed space of your choice for the duration. The chamber can be of any shape up to 200 feet wide, 200 feet tall, and 200 feet long. While in the chamber, a creature doesn’t take falling damage, has its jump distance tripled, has a flying speed equal to its walking speed, and can hover. Casting this spell on the same spot every day for a year makes this effect permanent.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"500 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Unbreakable Armor","description":"You create a translucent suit of armor or protective gear around you in an appearance that you choose. The armor sheds dim light in a 5-foot radius. For the duration, you are immune to all damage.","properties":{"Category":"Spells","Level":9,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Uncanny Avoidance","description":"You extend a hand and point a finger at a creature within range. Your magic grants the target enhanced awareness of attacks directed at it. The next attack roll against the creature before the spell ends is made with disadvantage.","properties":{"Category":"Spells","Level":0,"School":"Divination","Expansion":5764,"Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Uncanny Avoidance","description":"Divination Cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 round You extend a hand and point a finger at a creature within range. Your magic grants the target enhanced awareness of attacks directed at it. The next attack roll against the creature before the spell ends is made with disadvantage.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Uncontrollable Transformation","description":"You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 1d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form. d10 Mutation 1 A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools. 2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table; see the entropy school in chapter 4). 3 A puckered orifice grows on your back which you can use to forcefully expel air, granting you a fly speed of 30. You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier. 4 A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight‑based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself. 5 You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons. 6 Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying capacity becomes your Strength score multiplied by 20. 7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can't pick up or interact with physical objects that you weren't carrying when you became incorporeal. 8 Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage. 9 Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. 10 You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (Ritual; Chaos)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Uncontrollable Transformation","description":"You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 1d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form. d10 Mutation 1 A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools. 2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table; see the entropy school in chapter 4). 3 A puckered orifice grows on your back which you can use to forcefully expel air, granting you a fly speed of 30. You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier. 4 A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight‑based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself. 5 You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons. 6 Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying capacity becomes your Strength score multiplied by 20. 7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can't pick up or interact with physical objects that you weren't carrying when you became incorporeal. 8 Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage. 9 Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. 10 You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Uncontrollable Transformation","description":"7th-Level Transmutation (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (the bill of a platypus) Duration: 1 hour You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control. Uncontrollable Transformation d10 Mutation 1 A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. 2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table in the frenzied bolt spell description). 3 A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. 4 A face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight ‑ based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. 5 You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. 6 Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. 7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. 8 Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. 9 Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. 10 You grow feathered wings that give you a flying speed equal to your walking speed and the ability to hover.","properties":{"Category":"Spells","Level":7,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Undead Syphon","description":"2nd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s Duration: instantaneous An undead you can see within range must succeed on a wisdom saving throw or take radiant damage equal to 2d8 + your spellcasting ability modifier. You regain hit points equal to that amount. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Undermine Armor","description":"You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target's AC by 2. This spell has no effect on creatures that aren't wearing armor separate from their bodies.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Transmutation (Chaos)","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Undermine Armor","description":"You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2. Undermine armor has no effect on creatures that aren’t wearing armor.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Undermine Armor","description":"1st-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2. Undermine armor has no effect on creatures that aren’t wearing armor.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Understanding","description":"Understanding Requirements: Level 4 Casting Time: 1 action Range: 30 feet Duration: 10 minutes Cost: 2 WP You can read any language.","properties":{"Category":"Spells","Level":2,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Underworld Fires","description":"You create three streams of fire that rise up from the ground in a space that you can see within range. Until the spell ends, the steams of fire fill a 5-foot wide and 10-foot tall space. Any creature in the stream of fire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into a stream of fire’s space for the first time on a turn or ends its turn there. The stream of fire ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional stream of fire for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Dexterity","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Unfetter","description":"You touch a willing creature and create a field of sustained gravity around it. For the duration, the target’s movement is unaffected by difficult terrain, and other esper powers can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from mundane restraints, such as handcuffs, reinforced restraints, or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.","properties":{"Category":"Spells","Level":4,"School":"Kinesis","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Unholy Aura","description":"Necrotic energy slithers out from you and coalesces in a dark essence in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell are enshrouded in shadowy tendrils and have advantage on all saving throws against spells cast by good-aligned creatures and creatures have disadvantage on attack rolls against them until the spell ends. In addition, when an attacker hits an affected creature with a melee attack, the attacker must succeed on a Constitution saving throw or the attacker's Strength score is reduced by 1d4. The attacker dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a Short or Long rest.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Unholy Defiance","description":"Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unholy Defiance","description":"Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance or Turn Resistance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Expansion":5494,"Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Unholy Defiance","description":"2nd-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of earth from a grave) Duration: Concentration, up to 1 minute Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unholy Weapon","description":"You imbue a weapon you touch with unholy power. Until the spell ends, the weapon shimmers with a dark, pulsating purplish aura. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of necrotic energy. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effect.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"evocation","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Touch"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Uniting Sigil","description":"1st-level illusion Casting time: 1 action Range: self (10-foot radius) Components: v, s Duration: concentration, up to 1 minute You project a symbol of your faith, your organization, your cause, or some other symbol with significance to you and your allies. The symbol appears on the armor, shield, or helmet or above the head of each friendly creature of your choice within 10 feet of you, including you, and sheds dim light in a 5-foot radius. Until the spell ends, each target can use its reaction to cause one of the following effects. The symbol then disappears from the target, ending the spell on that creature. Resolve. When it fails a saving throw, the target can use its reaction to reroll the saving throw and must use the new roll. Retreat. When it is targeted by a melee attack, the target can use its reaction to move up to half its speed without provoking opportunity attacks. Revenge. When it takes damage from an attack or spell, the target can use its reaction to cause the attacker or caster of the triggering spell to take radiant damage equal to your spellcasting ability modifier. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every two slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"illusion","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Unity","description":"6th-level enchantment Casting Time: 1 Action Range: 60 ft Components: V, S Duration: 1 minute, concentration Choose up to 5 friendly creatures within 60 feet to unify. Until the start of your next turn, each of those creatures can replace any of their actions, bonus actions, or reactions with those of any of the other creatures in Unity. For example, the party’s barbarian can choose to use the rogue’s sneak attack, or the rogue can choose to rage or cast one of the wizard’s spells. Or everyone in the Unity can use the paladin’s divine smite against an undead enemy. Spell slots and limited use abilities are still expended, no matter which creature is using them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional friendly creature for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"enchantment","Expansion":32955,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Universal Translator","description":"You grant one creature the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.","properties":{"Category":"Spells","Level":3,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Unleash Effigy","description":"You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a stone golem. It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing. Whenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed. When the spell ends, the animated statue reverts to a normal, mundane statue.","properties":{"Category":"Spells","Level":9,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unleash Effigy","description":"9th-Level Transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a stone golem. It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing. Whenever the statue has 75 Hit Points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed. When the spell ends, the animated statue reverts to a normal, mundane statue.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unluck on That","description":"1st-Level Enchantment Casting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check Range: 25 feet Components: V Duration: Instantaneous By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Components":"V","Casting Time":"1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unluck On That","description":"Cast this spell as a reaction when a target makes an attack roll, a saving throw, or an ability or skill check. With a swift curse (“Unluck on that!”), you bring misfortune to the target’s endeavor; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st.","properties":{"Category":"Spells","Level":2,"School":"Enchantment (Rune)","Components":"V","Casting Time":"1 reaction, which you take immediately before a creature rolls the die for an attack, saving throw, ability check, or skill check"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Unluck On That","description":"By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Enchantment","Expansion":5764,"Components":"V","Casting Time":"1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check","data-RangeAoe":"25 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unnatural Causes","description":"4th-level necromancy Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 10 minutes You cause vengeful spirits of the wrongfully slain to manifest in a 30-foot-radius sphere centered on a point you choose within range. The sphere of spirits spreads around corners and lasts until the spell ends. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a wisdom saving throw. On a failed save, a creature takes 3d6 cold and 3d6 necrotic damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half the damage and doesn’t have disadvantage on attack rolls. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage or necrotic damage (your choice) increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"necromancy","Components":"V, S","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Unnerving Yowl","description":"1st-level necromancy Casting time: 1 action Range: self (15-foot radius) Components: v, m (a whisker or pinch of fur from an undead beast) Duration: instantaneous You unleash an unholy scream. Each hostile creature within 15 feet of you must succeed on a wisdom saving throw or become frightened until the end of its next turn. While frightened by this spell, a creature must take the dash action and move away from you by the safest available route on its turn unless there is nowhere to move.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"necromancy","Components":"V, M ","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Unravel Effect","description":"Choose one creature, object, or esper created effect within range. Any effect generated by a talent or technique of Rank 3 or lower on the target ends. For each talent or technique of Rank 4 or higher on the target, make an ability check using your channeling ability. The DC equals 10 + the power’s rank. On a successful check, the effect ends. At Higher Ranks. When you use this power at rank 4 or higher, you automatically end the effects of a talent or technique on the target if the power’s rank is equal to or less than the rank you used for this power.","properties":{"Category":"Spells","Level":3,"School":"Alteration","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Unravel Ghost","description":"3rd-level necromancy Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 minute A ghostly pale ray springs from your finger to an undead or a creature with the incorporeal movement trait that you can see within range. The target must make a constitution saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one. If the target has the incorporeal movement trait and failed the saving throw, it is marked with magic that slowly unravels its spectral body for the duration. At the start of each of its turns, the marked target must make a constitution saving throw. On a failed save, it takes 2d6 radiant damage. On a successful save, the spell ends. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later for a marked target) increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Unruly Item","description":"You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect. Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature’s grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon. Armor: The creature’s armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action. Other Items: The effects on other carried items can vary at the GM’s discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unruly Item","description":"1st-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect. Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature’s grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon. Armor: The creature’s armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its Speed and be unable to use the Dash action. Other Items: The effects on other carried items can vary at the GM’s discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unseen Accountant","description":"2nd-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (an abacus) Duration: 8 hours This spell creates an invisible, shapeless force that performs intellectual tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, an Intelligence of 12, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The accountant can perform intellectual tasks that a human clerk could do, such as assessing prices, updating accounts, managing inventories, or computing interest. Once you give the command, the accountant performs the task to the best of its ability until it completes the task, then waits for your next command. The accountant can perform no physical labor, and is not able to lift any object heavier than 1 pound. If you command the accountant to perform a task that would move it more than 300 feet away from you, the spell ends.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Unseen Servant","description":"This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","properties":{"Category":"Spells","Name":"Unseen Servant","Level":1,"Range":"60 feet","Ritual":"Yes","School":"Conjuration","Target":"An unoccupied space on the ground within range","Classes":"Bard, Warlock, Wizard","Duration":"1 hour","Material":"A piece of string and a bit of wood","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":9,"data-description":"This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.<br />Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.<br />If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Unseen Servant","description":"1st-Level Conjuration (ritual) Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration : 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command⁠ until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack⁠. If it drops to 0 hit points⁠, the spell ends. Once on each of your turns as a bonus action, you can mentally command⁠ the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending⁠, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command⁠, the servant performs the task to the best of its ability until it completes the task, then waits for your next command⁠. If you command⁠ the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","properties":{"Category":"Spells","Name":"Unseen Servant","Level":1,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Unseen Servant","description":"Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible , mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point , and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points , the spell ends. Once on each of your turns as a Bonus Action , you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Name":"Unseen Servant","Level":1,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Unseen Servant","description":"Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Bard, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":1,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Unseen Servant\",\"level\":\"1\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Unseen Servant\\\",\\\"description\\\":\\\"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\\\\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\\\\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.\\\",\\\"level\\\":1,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a bit of string and of wood\\\"}}\"},{\"name\":\"Unseen Servant Bonus Action\",\"parent\":\"Unseen Servant\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Unseen Servant\\\",\\\"description\\\":\\\"Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Unseen Servant","data-description":"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\nOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","Level":1,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"60 feet","Components":"V S M","Material":"a bit of string and of wood","data-DurationNum":9,"data-RangeNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Unseen Strangler","description":"You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it. The strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.","properties":{"Category":"Spells","Level":3,"School":"Conjuration(mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unseen Strangler","description":"3rd-Level Conjuration (Ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sulfur and a live rodent) Duration: 8 hours You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it. The strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.","properties":{"Category":"Spells","Level":3,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unshackled Magic","description":"You designate a creature within range that has the Spellcasting or Innate Spellcasting special trait and imbue it with wild magic, causing it to lose control of its magical ability. If the target gets a failure on a Charisma saving throw, then on its next turn, it rolls randomly to select one of its available spells. The target then spontaneously casts that spell as an action. If the spell can be cast using a spell slot higher than its level, roll randomly to determine what slot is used to cast the spell. The target still determines factors such as the location of the spell’s area or which creatures it affects, as normal, but it is compelled to cast that particular spell at that particular time. Each round while this spell remains in effect, the target makes another Charisma saving throw. On a successful save, it can act normally in that round, but the unshackled magic spell does not end.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"Enchantment (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Unshackled Magic","description":"9th-Level Enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You designate a creature within range that has the Spellcasting or Innate Spellcasting special trait and imbue it with wild magic, causing it to lose control of its magical ability. If the target gets a failure on a Charisma saving throw, then on its next turn, it rolls randomly to select one of its available spells. The target then spontaneously casts that spell as an action. If the spell can be cast using a spell slot higher than its level, roll randomly to determine what slot is used to cast the spell. The target still determines factors such as the location of the spell’s area or which creatures it affects, as normal, but it is compelled to cast that particular spell at that particular time. Each round while this spell remains in effect, the target makes another Charisma saving throw. On a successful save, it can act normally in that round, but the unshackled magic spell does not end.","properties":{"Category":"Spells","Save":"Charisma","Level":9,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Unstoppable Moon","description":"9th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s, m (a stone carving of a moon and a pat of butter) Duration: concentration, up to 1 minute You create a 15-foot-diameter sphere of moonrock that slams down in an unoccupied space you can see within range and lasts for the duration. Each creature within 10 feet of that space when you first create the sphere must make a dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and 5d10 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and 2d10 radiant damage and is knocked prone. On a successful save, the creature takes half the damage and isn’t knocked prone. The sphere stops moving only if you ram it into a huge or larger creature, but a creature can be affected by the sphere only once on each of your turns, regardless of how many times you roll the sphere into it. When you move the sphere, you can direct it to roll over barriers up to 10 feet tall and jump it across pits up to 20 feet wide.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"conjuration","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Uplifting Spirit","description":"5th-level conjuration Casting time: 1 action Range: self (15-foot radius) Components: v, s, m (a treasured memento) Duration: concentration, up to 10 minutes You conjure the spirit of a lost loved one or ancestor to protect your mind from harm. The spirit exudes a sense of calm reassurance and quiet strength. Until the spell ends, each friendly creature within 15 feet of you, including you, can’t be frightened and has advantage on intelligence, wisdom, and charisma saving throws. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 5 feet for each spell slot above 5th. If you use a spell slot of 7th level or higher, the duration is 1 hour. If you use a 9th-level spell slot, the duration is 8 hours. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.","properties":{"Category":"Spells","Level":5,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Utterance","description":"2nd-level evocation Casting time: 1 action Range: 30 feet Components: v Duration: instantaneous You speak a short phrase, momentarily allowing your patron to voice itself through you in a terrifying display. Your pupils go white, and you body takes on other minor manifestations befitting your patron, such as demonic wings, writhing tentacles, multicolored fur, and similar. Choose up to three creatures within range that can see and hear you. Each target must make a wisdom saving throw. On a failed save, a target takes 3d8 psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t frightened. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"evocation","Components":"V","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Vampiric Touch","description":"3rd-Level Necromancy Casting Time : 1 action Rang e: Self Components: V, S Duration : Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack⁠ against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points⁠ equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack⁠ again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Vampiric Touch","Level":3,"School":"Necromancy","Expansion":5,"Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Vampiric Touch","description":"The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","properties":{"Category":"Spells","Name":"Vampiric Touch","Level":3,"Range":"Self","Damage":"3d6","School":"Necromancy","Target":"A creature within your reach","Classes":"Warlock, Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Damage Type":"Necrotic","Casting Time":"1 action","Spell Attack":"Melee","data-CastNum":2,"Concentration":"Yes","data-RangeNum":-8,"data-DurationNum":3,"data-description":"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<br />At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","Higher Spell Slot Die":"d6","Higher Spell Slot Dice":1,"data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vampiric Touch","description":"Level 3 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage , and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action , targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Necromancy","Name":"Vampiric Touch","Level":3,"Casting Time":"Action","Components":"V S","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Vampiric Touch","description":"Level 3 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","properties":{"Category":"Spells","School":"Necromancy","Classes":"Sorcerer, Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Attack vs AC, Necrotic Damage","Spell Attack":"Melee","filter-Level":3,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Vampiric Touch\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Vampiric Touch\\\",\\\"description\\\":\\\"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\\\\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Necromancy\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true}}\"},{\"name\":\"Vampiric Touch Condition\",\"parent\":\"Vampiric Touch\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Vampire Touch\\\",\\\"description\\\":\\\"Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.\\\"}\"},{\"name\":\"Vampiric Touch Attack\",\"parent\":\"Vampiric Touch\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Vampiric Touch\\\",\\\"description\\\":\\\"Make a melee spell attack against one creature within reach.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Spell Attack\\\"}}\"},{\"name\":\"Vampiric Touch Damage\",\"parent\":\"Vampiric Touch Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Necrotic\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Vampiric Touch Damage Upcast\",\"parent\":\"Vampiric Touch Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":4,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Vampiric Touch","data-description":"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"Self","Components":"V S","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.","data-CastNum":2,"data-AttackType":"Spell Attack","Damage":"3d6","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Vampiric Weapon","description":"4th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a vial of vampire blood, which you pour over the weapon) Duration: Concentration, up to 1 hour You imbue a weapon you touch with a thirst for blood. Until the spell ends, the weapon gains a +1 bonus to attack rolls and deals an extra 1d6 necrotic damage on a hit. If the target of an attack made with the weapon attack isn’t an undead or construct, the weapon’s wielder regains a number of hit points equal to the necrotic damage dealt. If the weapon isn’t already a magic weapon, it becomes one for the duration. If it is already magical when you cast this spell, and part of its magical properties is granting a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 8th level or higher, the bonus to attack rolls increases to +3 and the extra damage increases to 3d6.","properties":{"Category":"Spells","Level":4,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Vanish for One","description":"2nd-Order Resopathy Power Manifestation Time : 1 action Rang e: 60 feet Duration: Concentration, up to 1 minute Creatures: Voiceless talker artillerist You obscure yourself in the sight of a creature you can see within range. The target must succeed on a Wisdom saving throw or you become invisible to them for the duration (save ends at end of turn). This effect ends early if you attack the creature, deal damage to them, or create an effect that forces them to make a saving throw. Increased Order. When you manifest this power, you can increase its order by 1 to make its manifestation time 1 bonus action.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Resopathy","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vanish for One","description":"Vanish for One 2nd-Order Resopathy Power Manifestation Time : 1 action Rang e: 60 feet Duration: Concentration, up to 1 minute Creatures: Voiceless talker artillerist You obscure yourself in the sight of a creature you can see within range. The target must succeed on a Wisdom saving throw or you become invisible to them for the duration (save ends at end of turn). This effect ends early if you attack the creature, deal damage to them, or create an effect that forces them to make a saving throw. Increased Order. When you manifest this power, you can increase its order by 1 to make its manifestation time 1 bonus action.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"Resopathy","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Vanish to the Space Between Worlds","description":"When you cast this spell, you gain 1 Contamination Level . When you cast this spell, you vanish from your current plane of existence and appear in the Space Between Worlds (avoiding the triggering damage). At the start of your next turn, you return to an unoccupied space of your choice within 30 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). While within the Space Between Worlds, you can see and hear the plane you originated from, which is cast as a roiling blur, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Space Between Worlds. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.","properties":{"Category":"Spells","Level":3,"School":"contaminated abjuration","Expansion":29025,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"1 Touch"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vanish Within","description":"3rd-level transmutation Casting time: 1 reaction, which you take when a creature of your size or larger moves into a space within 5 feet of you Range: touch Components: v, s Duration: 1 round As a creature of your size or larger approaches, you magically step into the creature, melding yourself and all the equipment you carry with the creature until the start of your next turn. A hostile creature must succeed on a wisdom saving throw to avoid the effect. At the start of your next turn, you emerge from the target into an unoccupied space within 5 feet of the target. While merged with the target, nothing of your presence remains visible or otherwise detectable by nonmagical senses. You can’t see what occurs outside the target and any wisdom (perception) checks you make to hear sounds outside it have disadvantage. You remain aware of the passage of time, but you can’t move or cast spells on yourself while merged. The creature you meld with is aware of your presence, and it can move and take actions normally. Damage to the creature doesn’t affect you. However, if the creature dies or is transformed while you are merged with it, you are expelled into the nearest unoccupied space, fall prone, and take 25 bludgeoning damage and 25 necrotic damage.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"transmutation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 reaction, which you take when a creature of your size or larger moves into a space within 5 feet of you","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Vanishing Step","description":"Vanishing Step 4th-level conjuration (paladin, ranger) Casting Time: 1 bonus action Range: Self Components: V, S, M (the bone of an old hunter) Duration: Concentration, up to 1 minute For the duration, once on each of your turns, you can use 15 feet of your movement to teleport to an unoccupied space you can see within 15 feet of you. This fails if you are prone or incapacitated. In addition, when you are hit by an attack or targeted by a spell, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of you, causing the attack to miss you or the spell to not affect you if you leave its range or radius. When you do so, until the end of your next turn, your speed is reduced by 15 feet. ","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Varina's Virtuous Valediction","description":"1st-level evocation Casting time: 1 reaction, which you take when a creature that isn’t a construct or undead drops to 0 hit points within 60 feet of you Range: 60 feet Components: v, s Duration: instantaneous You cause the spirit of a dying creature to briefly appear in a flash of holy light. Each creature of your choice within 10 feet of the target must make a constitution saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half the damage and isn’t blinded. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 reaction, which you take when a creature that isn’t a Construct or Undead drops to 0 hit points within 60 feet of you"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Veil of Dusk","description":"1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a pinch of soot) Duration: Concentration, up to 10 minutes You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armor class and makes Stealth checks with advantage for the duration of the spell.","properties":{"Category":"Spells","Level":1,"School":"abjuration","Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"60 feet"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Veiled Observer","description":"You extend your senses, creating a small, orb-shaped ripple in a space within range that hovers in the air for the duration. You mentally receive visual information from the orb, which has normal vision and darkvision out to 30 feet. The orb can display visuals in every direction. As an action, you can move the orb up to 30 feet in any direction. There is no limit to how far away from you the orb can move, but it can’t leave or enter a planet’s orbit, nor can it leave a star system. A solid barrier blocks the orb’s movement, but the eye can pass through an opening as small as 1 inch in diameter.","properties":{"Category":"Spells","Level":4,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Veins of Stone","description":"","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Venenum","description":"Conjuration Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Make a ranged spell attack against a creature you can see within range. On a hit, the creature is struck by noxious energies and takes 1d8 poison damage. A Poisoned creature takes 1d12 poison damage instead. The damage of this spell is increased by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Components":"V, S","Damage Type":"poison","Casting Time":"1 action"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Vengeance","description":"Malefic word, c onjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, ongoing (see this malefic word’s baleful echo) Effects: You speak a word of bitter vengeance to summon a ghost that desires revenge on the living. A wraith from the Realm of the Hungry Dead rises from the earth at any point within range of this spell. The wraith is visible to everyone and has a horrific appearance. Any creature that starts their turn within 5 feet of the wraith must make a Dexterity saving throw. On a failed save, they take 3d8 necrotic damage. On a successful save, the creature takes half as much damage. Any creature that starts their turn within 5 feet of the wraith must also make a Wisdom saving throw. On a failed save, they become frightened of the wraith while it is present. While frightened of the wraith, a creature must take the Dash action and move away from it by the safest available route on each of its turns, unless there is nowhere to move. When you silence the spell, the wraith vanishes, banished back to the Realm of the Hungry Dead. Baleful Echo (3 vitality): You may have the wraith move up to 60 feet in any direction. It can fly and move through solid material, but it must end its movement in an empty space. Feedback: With a howl of rage, the wraith attacks you. You suffer 4d8 necrotic damage and cannot use this malefic word again for 24 hours. The wraith then vanishes back to the Realm of the Hungry Dead.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Vengeful Smite","description":"2nd-level necromancy Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a melee weapon attack against a creature during the spell’s duration, you have advantage on the attack roll if it dealt you damage since the end of your last turn. The next time you hit with a melee weapon attack during the spell’s duration, your weapon hums with necrotic energy, and the attack deals an additional 2d8 necrotic damage, or 2d12 necrotic damage if the creature dealt you damage since the end of your last turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd, or by 1d12 for each slot level above 2nd if the creature dealt you damage since the end of your last turn.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V","Damage Type":"necrotic","Casting Time":"1 bonus action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Vengeful Spirits","description":"5th-level conjuration Casting time: 1 action Range: 120 feet Components: v, s Duration: concentration, up to 1 minute You invite slighted spirits to take revenge upon a creature you can see within range. The target must make a charisma saving throw. On a failed save, the target takes 8d8 psychic damage and is frightened of you until the spell ends. On a successful save, the target takes half the damage and isn’t frightened. If the target has a charisma score of 2 or lower, the spell fails.","properties":{"Category":"Spells","Save":"Charisma","Level":5,"School":"conjuration","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Venkar’s Lifeblood","description":"Your spell bolsters your allies with a necromantic energy and fills them with an increasing sense of stability. Choose up to three creatures within range. Each target creature gains 5 temporary hit points. For the spell’s duration, any time a creature you have chosen would gain temporary hit points from a source besides this spell while within the spell’s range while they still have temporary hit points from this spell, the amount of temporary hit points gained from that source is increased by 5.","properties":{"Category":"Spells","Level":2,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"15 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Venkar’s Vile Wind","description":"You send forth a blast of rotting necrotic mist in a 15-foot cone. Each creature in the spell’s area must make a Constitution saving throw. A creature takes 3d4 necrotic damage and it can’t regain hit points until the start of your next turn on a failed save. Until then, the mist clings to the target. If an undead creature takes damage from this spell, it also has disadvantage on attack rolls against you until the end of your next turn.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft ▽)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Venomous Aura","description":"You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 feet of you are poisoned until the start of their next turn.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Venomous Thoughts","description":"3rd-level necromancy Casting time: 1 action Range: self Components: v, s, m (the tongue of an asp) Duration: 1 hour You protect your mind with psychic poison. Until the spell ends, each time a creature attempts to read or detect your thoughts, speak with you using telepathy, influence your dreams, or perceive you through magical scrying sensors, it must make an intelligence saving throw, taking 4d10 poison damage on a failed save, or half as much damage on successful one.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"necromancy","Components":"V, S, M","Damage Type":"posion","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Verbal Assault","description":"4th-level evocation Casting time: 1 action Range: self (30-foot cone) Components: v, s Duration: instantaneous You utter words of power laced with deadly psychic energy. Each creature in a 30-foot cone must make an intelligence saving throw. On a failed save, a creature takes 8d6 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half the damage and isn’t stunned. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"evocation","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"Self (30 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Verdant Ward","description":"6th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes Until the spell ends, vines and other plant material rise from your feet to your head, encasing you in protective armor. You increase in size by one category and gain 50 temporary hit points. While you have temporary hit points granted by this spell, you gain the following benefits: You automatically succeed on Constitution saving throws to maintain concentration on spells as a result of taking damage. When a creature on the ground moves within 30 feet of you, you can use your reaction to call on vines and foliage to restrain it. The creature must succeed on a Strength saving throw or be restrained until the start of its next turn. When your turn starts and you have not taken damage since the end of your last turn, you gain 5 temporary hit points. These are added to temporary hit points you already have rather than replacing them, to a maximum of 50 temporary hit points. This spell ends early if you start your turn with no temporary hit points. You lose any remaining temporary hit points when this spell ends.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Vicarious Shriek","description":"3rd-level illusion Casting Time: 1 action Range: 30 feet Components: V, S, M (a bat’s vocal cords) Duration: Concentration, up to 1 minute You assault the minds of your enemies, forcing them to experience a horror they imagine inflicted upon their closest companions. Up to three creatures you can see within 30 feet must make a Wisdom saving throw. On a failed saving throw, each creature takes 3d6 psychic damage, plus 2d6 additional psychic damage per creature that failed its saving throw, or half as much on a successful save. Additionally, each creature that fails its save becomes frightened of you and each target of the spell other than themselves. At the end of each of their turns, they may attempt a new saving throw to shake off the fear. On a creature’s first failed save, the nearest creature within 60 feet of them that is hostile to you and was not a target of the initial casting of the spell must make a Wisdom saving throw. On a failed save this creature takes 6d6 psychic damage and becomes frightened of you and the targets of the spell. On a successful save the creature takes half damage and is not frightened. This creature may also attempt a new save to end its fear at the end of each of its turns, though the spell does not target additional creatures if it fails this save.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S, M","Damage Type":"psychic","Casting Time":"1 action"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vicious Mockery","description":"Enchantment Cantrip Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack⁠ roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Name":"Vicious Mockery","Save":"Wisdom","Level":0,"School":"Enchantment","Expansion":5,"Components":"V","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Vicious Mockery","description":"Enchantment Cantrip Casting Time : 1 action Rang e: 60 feet Components: V Duration : Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack⁠ roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Name":"Vicious Mockery","Save":"Wisdom","Level":0,"School":"Enchantment","Components":"V","Damage Type":"Psychic","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Vicious Mockery","description":"You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Name":"Vicious Mockery","Save":"Wisdom","Level":0,"Range":"60 feet","Damage":"1d4","School":"Enchantment","Target":"A creature you can see and that can hear you within range","Classes":"Bard","Duration":"Instantaneous","data-List":"false","Components":"V","Damage Type":"Psychic","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":0,"data-description":"You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Mockery","description":"Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Enchantment","Name":"Vicious Mockery","Level":0,"Casting Time":"Action","Components":"V","Save":"Wisdom","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Vicious Mockery","description":"Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard","Expansion":33335,"data-List":"false","filter-Tags":"Wisdom Save, Inflict Damage, Debuff, Psychic Damage","Spell Attack":"None","filter-Level":"Cantrip","filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Vicious Mockery\",\"level\":\"0\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Vicious Mockery\\\",\\\"description\\\":\\\"You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.\\\",\\\"upcastText\\\":\\\"Cantrip Upgrade. 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The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.","Level":0,"Casting Time":"Action","Duration":"Instantaneous","Range":"60 feet","Components":"V","Higher Spell Slot Desc":"Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":60,"Save":"Wisdom","Damage":"1d6","Damage Type":"Psychic"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Vigilance","description":"A willing creature you touch is imbued with diligence and alertness. Until the spell ends, the creature has a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Additionally, the target can make a single opportunity attack without expending its reaction during each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"enchantment","Expansion":32309,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Vile Incantation","description":"1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (the gall of a tree, or a tumor taken from an living creature) Duration: Instantaneous You chant a spell that twists the flesh of your enemy, causing them great pain and suffering. The target must succeed on a Constitution saving throw or take 2d6 force damage and be inflicted with a core Injury of your choice. This Injury must be of the lowest severity the creature can gain (Setback I for PCs, Dangerous II for monsters and NPCs). On a successful save the creature suffers half damage and is not Injured. Any creature immune to polymorph effects, such as a shapechanger, or not made of organic matter has advantage on the saving throw. Any creature that is incorporeal is not affected by this spell. This spell cannot inflict an Injury if the creature already has one of the severity that would be inflicted. At Higher Levels. For every spell level above 1st, increase the damage by 2d6, and for every two spell levels, increase the severity of the Injury by one step.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"transmutation","Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vile Infection","description":"6th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a piece of rotting flesh harvested from a still-living humanoid) Duration: Concentration, up to 1 minute (special) You reach out and touch the rotting flesh to your enemy, afflicting them with a virulent disease. The target must succeed on a Constitution saving throw or gain a special Injury of Deadly IIII severity, “Infected”. While Injured in this way, creatures cannot regain hit points, the DCs to remove their Injuries other than this one increase by 5. Creatures immune to disease are not affected by this spell, but effects that remove disease do not remove the Injury (though they can be used in conjunction with a Wisdom (Medicine) check to increase the Medicine check result as normal). The Injury is also removed if the spell ends early. If concentration on the spell is maintained for the full duration, the Injury becomes permanent until removed with a successful Wisdom (Medicine) check. Once permanent, an afflicted creature becomes contagious. Any creature that touches an afflicted creature must succeed on a Constitution save or be permanently afflicted with the disease as though concentration had been maintained on them as a target.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vile Necrosis","description":"You point your finger towards a creature within range, projecting a pale green beam of debilitating energy at them. Make a ranged spell attack against the target. On a hit, the target takes 12d6 necrotic damage, and it becomes weakened. While weakened by this spell, a target deals half damage with weapon attacks and spells. A weakened target can make a Constitution saving throw at the end of each of its turns. On a successful save, the weakness ends.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Expansion":29025,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vile Venom","description":"You release a beam of vitriolic energy from the point of your dagger that travels in a line 100 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. A creature takes 2d8 poison damage and is poisoned for the duration on a failed save, or half as much damage on a successful one. While a creature is poisoned in this way, they are incapacitated. At the end of each of its turns, a poisoned creature can make a Constitution saving throw, ending the effect on itself on a success.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"poison","Casting Time":"1 action","data-RangeAoe":"Self (100 ft ⇧)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Vine Carpet","description":"You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it. When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.","properties":{"Category":"Spells","Level":3,"School":"conjuration","Components":"V S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Vine Trestle","description":"You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (the ground, a wall), but it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates into nothing. The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, (5 x your spellcasting level) hit points, and a damage threshold of 5. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds and its damage threshold increases by 1 for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (Ritual; High Elven)","Components":"V S M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Vine Trestle","description":"You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates. The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.","properties":{"Category":"Spells","Level":2,"School":"Conjuration (elven ritual)","Expansion":5764,"Components":"V, S, M","Casting Time":"10 minutes","data-RangeAoe":"30 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Vine Trestle","description":"2nd-level conjuration (ritual) Casting time: 10 minutes Range: 30 feet Components: v, s, m (a 1-inch piece of green vine that is consumed in the casting) Duration: 1 hour You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length, which can be a number of feet up to 5 × your spellcasting level. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates. The vine has many small shoots, so it can be climbed with a successful dc 5 strength (athletics) check. It has ac 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5. Ritual focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.","properties":{"Category":"Spells","Level":2,"School":"conjuration (ritual)","Components":"V, S, M","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Virtual Display","description":"You can view the on-screen contents of any digital data display you can see within range. The information appears before you in a translucent image that only you can see. The effect ends whenever the target display is out of the power’s range.","properties":{"Category":"Spells","Level":0,"School":"Clairsentient","Expansion":27051,"Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Virtual Navigator","description":"You create a virtual display which only you can see that shows the shortest, most direct physical route to a specific fixed location that you are familiar with in the same star system as you. If you request a destination outside the star system, a destination that moves (such as a starship), or a destination that isn’t specific (such as “the nearest cargo hold”), the power fails. For the duration, as long as you are on the same star system as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Virus","description":"You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. This power has no effect on automatons or constructs.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Technique","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Visage of Madness","description":"4th-Level Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Visage of Madness","description":"When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that sees you must make a Wisdom saving throw. A creature that fails claws savagely at its eyes, doing (1d6 + the creature’s Strength modifier) piercing damage, is stunned until the end of its next turn, and is blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Visage Of Madness","description":"When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Visage of the Dead","description":"4th-Level Necromancy (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a sliver of bone or piece of skin from an animated skeleton or zombie) Duration: 8 hours You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead. The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and they take on appearances similar to undead versions of themselves. Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a skeleton or a zombie, unless it is commanded otherwise. The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target’s presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.","properties":{"Category":"Spells","Save":"Intelligence","Level":4,"School":"necromancy (ritual)","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Visage Of The Dead","description":"You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead. The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and take on appearances similar to undead versions of themselves. Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a skeleton or a zombie, unless it is commanded otherwise. The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target’s presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.","properties":{"Category":"Spells","Level":4,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Vision Slip","description":"2nd-level enchantment Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You cause the vision of up to three creatures you can see within range to blur, slide, and churn in a nauseating fashion. Each target must succeed on a constitution saving throw or be blinded until the end of its next turn. A creature that fails the saving throw by 5 or more is also poisoned for 1 minute. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"enchantment","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Visions of Home","description":"3rd-level illusion Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute You manifest an illusory reminder of home to comfort your allies or distract your enemies. Choose up to three creatures you can see within range. Each target is affected differently, depending on if it is friendly or hostile to you. Friendly. For the duration, each target has advantage on saving throws against being frightened, and it can use its reaction once before this spell ends to end the blinded, deafened, or poisoned condition on itself. Hostile. Each target must succeed on a wisdom saving throw or be taunted by visions of its home in danger. For the duration, each target has disadvantage on saving throws against being frightened. In addition, you can use a bonus action on each of your subsequent turns to deal 2d6 psychic damage to one of these targets. At the end of each of its turns, a hostile target can make another wisdom saving throw. On a success, the spell ends on that target. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot above 3rd.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"illusion","Components":"V, S","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Vital Mark","description":"You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.","properties":{"Category":"Spells","Level":3,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Vital Mark","description":"3rd-Level Transmutation (Ritual) Casting Time: 10 minutes Range: Touch Components: V, S Duration: 24 hours You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.","properties":{"Category":"Spells","Level":3,"School":"transmutation (ritual)","Components":"V, S","Casting Time":"10 minutes","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Vital Mark","description":"You perform a ritual that marks one unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the vital mark’s caster. At Higher Levels . When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S","Casting Time":"10 minutes"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Vitriol Ichor","description":"Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature's natural or manufactured armor to become corroded and brittle for the spell's duration. While its armor is corroded, the creature's AC becomes 10 + the creature's Dexterity modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Expansion":29025,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vitriolic Sphere","description":"4th-Level Evocation Casting Time : 1 action Rang e: 150 feet Components: V, S, M (a drop of giant slug bile) Duration : Instantaneous You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S, M","Damage Type":"acid","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Vitriolic Sphere","description":"4th-Level Evocation Casting Time : 1 action Rang e: 15 0 feet Components: V, S, M (a drop of giant slug bile) Duration : Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"Evocation","Components":"V S M","Damage Type":"Acid","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Vitriolic Sphere","description":"Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere . Each creature in that area makes a Dexterity saving throw . On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Evocation","Name":"Vitriolic Sphere","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Acid","data-RangeAoe":"150 ft (20 ft- radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Void Rift","description":"You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it. While concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.","properties":{"Category":"Spells","Save":"Strength","Level":9,"School":"Evocation (void)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Void Rift","description":"You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into absolute nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the void tries to draw everything into itself. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. Creatures that start their turn in contact with the rift or that come into contact with it for the first time on their turn take 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and take damage as creatures. While concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.","properties":{"Category":"Spells","Level":9,"School":"void","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Void Strike","description":"With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn. At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Evocation (void)","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Void Strike","description":"With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn. At Higher Levels . When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"void","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"90 feet "},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Void Walk","description":"Void Walk 6th-level transmutation (bard, sorcerer, warlock, wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a willing creature. For the duration, it gains a flying speed equal to its walking speed and can hover. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Voidlight","description":"For the briefest possible instant, you open a portal into the Void, revealing the hideous lights beyond. Choose one creature you can see to make a Constitution saving throw. The target has advantage on this roll if it can’t see you. On a failed save, the target takes 1d8 radiant damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die is also an 8, and so on. You can roll a total number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"conjuration","Expansion":9634,"Components":"V, S","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Voidsense","description":"If you travel far enough into the Braythian Void, it’s easy to get lost. This spell allows the caster to find the exact direction for one of several possible locations. You have to be traveling in the Braythian Void for the spell to work, even if it’s within a vehicle. Voidsense allows you to find one of the following: Your own home world, if it is one of the world-islands of Braythe A different world-island of Braythe An Old Beast of Braythe The closest natural portal or conduit leading out of the dimension of Braythe All but the first option requires you to have been at the intended location for at least 8 hours somewhere in the past. You have to choose which location you want to find, and you cannot change the intended location after casting the spell.","properties":{"Category":"Spells","Level":4,"School":"divination","Components":"V, S, M","Casting Time":"1 minute","data-RangeAoe":"Self"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Volley Shield","description":"You touch a willing creature and create a shimmering shield of ley energy to protect it. The shield grants the target a +5 AC bonus and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes its new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and suffers all effects the spell normally causes.","properties":{"Category":"Spells","Level":7,"School":"Abjuration (Ley Line)","Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Volley Shield","description":"You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.","properties":{"Category":"Spells","Level":7,"School":"Abjuration","Expansion":5764,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Volley Shield","description":"7th-Level Abjuration Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 minute You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.","properties":{"Category":"Spells","Level":7,"School":"abjuration","Components":"S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Voltaic Charge","description":"You imbue your weapons with charged electrical energy. Until the effect ends, your weapon attacks deal an extra 1d4 lightning damage on a hit.","properties":{"Category":"Spells","Level":1,"School":"Technique","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 bonus action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Vomit Tentacles","description":"Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time. The Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points. While the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.","properties":{"Category":"Spells","Level":2,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Vomit Tentacles","description":"2nd-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a piece of a tentacle) Duration: 5 rounds Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time. The Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points. While the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Vomit Tentacles","description":"Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit the target takes (2d6 + your Strength modifier) bludgeoning damage and is grappled (escape DC = your spell save DC). Until this grapple ends, the target is restrained and it takes (2d6 + your Strength modifier) bludgeoning damage at the start of each of your turns. You can grapple only one creature at a time. The tentacles can be attacked to free a grappled opponent. Their armor class equals yours. If they take (5 + your Constitution modifier) slashing damage from a single attack, enough tentacles are severed to free a grappled opponent. Severed tentacles are replaced by new ones at the start of your turn. Damage done to the tentacles doesn’t affect your hit points. While the spell is in effect, you are incapable of speech and can’t cast spells with verbal components.","properties":{"Category":"Spells","Level":2,"School":"transmutation","Components":"V, S, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Voorish Sign","description":"For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"Divination (mythos)","Expansion":5764,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Voorish Sign","description":"1st-Level Divination Casting Time: 1 action Range: Self (20-foot radius) Components: S Duration: Concentration, up to 10 minutes For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"S","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Vortex Dart","description":"Evocation cantrip Casting Time: 1 action Range: Self (60-foot radius) Components: V, M (a ranged weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack’s normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space to the target. At 5th level, the ranged attack deals an extra 1d6 force damage to the target. The force damage increases by 1d6 at 11th level (2d6) and 17th level (3d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Vortex of Steam","description":"3rd-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: concentration, up to 1 minute A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a large or smaller creature you can see within range. The target must make a dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex. Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the dexterity saving throw with the dc equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"evocation","Components":"V, S","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Vortex Warp","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S Duration : Instantaneous You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Vraska's Stoneglare","description":"You change your eyes to be like that of a medusa. For the spells duration, you have a petrifying gaze. When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Constitution saving throw as long as you are not incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save. If you see yourself reflected on a polished surface within 30 feet of you and in an area of bright light, you are affected by your own gaze.","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Waft","description":"You harness the wind itself to move you through the air like a dragon. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Dragon)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Waft","description":"This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (dragon)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Waft","description":"1st-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a topaz worth at least 10 gp) Duration: 1 round This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying Speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wail of the Banshee","description":"6th-level evocation Casting Time: 1 action Range: Self Components: V, M (silver dagger worth at least 200 gp, that you stab into your forearm during casting) Duration: Concentration, up to 3 minutes This spell will not work if the caster is in sunlight. This spell will not work if the caster cannot feel pain while stabbing themselves. You stab your forearm with a silver dagger and magically enhance and amplify a scream of pain and anguish. You take 4 piercing damage, and every living creature within 30 feet of you must make a Constitution saving throw. Each creature in the area of effect, to include the caster, takes 21 (6d6) sonic damage and 21 (6d6) force damage and is stunned until the end of their next turn on a failed save, or half as much and not stunned on a successful one. Deafened creatures have advantage on this saving throw.","properties":{"Category":"Spells","Level":6,"School":"evocation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Walk the Twisted Path","description":"6th-Level Conjuration Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a map) Duration: Special When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world. You can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur can), this check automatically succeeds. On a failed check, you don’t find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends. When the spell ends, you and those traveling with you appear in a safe location at your destination. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Walk The Twisted Path","description":"When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world. You can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends. When the spell ends, you and those traveling with you appear in a safe location at your destination. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Conjuration (labyrinth)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (20 ft ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Walk The Twisted Path","description":"You and up to five creatures you can see enter the Great Maze, a shifting landscape of endless walls and corridors that connect to many places throughout the world. To find your way to a destination within 100 miles, you must know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. The Intelligence check must be made by you, not by your companions. If you have the ability to retrace a path you’ve previously taken without a check (such as a minotaur or goristro), this check succeeds automatically. If the check fails, you fail to find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or you die. In either event, the spell ends. When the spell ends, you and those traveling with you appear in a safe location at your destination. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"Conjuration (Labyrinth)","Components":"V S M","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"100 miles"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Walking Dead","description":"You animate the corpse of a creature that has died within the past day whose body is still intact. For the duration, you restore a semblance of life to the deceased creature, putting the reanimated subject in a half-life state but not truly reconnecting the soul to the body. The reanimated creature has 1 hit point and can move as they could in life. In this state, a target is unable to attack, use spells, or take similarly complex actions. If the creature could speak in life, it has the ability to do so, though its memory is cloudy, making it difficult for the subject to remember even the basic details of its past life. During a limited interaction, the animated corpse could be passed off as alive, but extended conversation reveals something is amiss. A creature that uses its action to examine the body can determine that it is not alive with a successful Intelligence (Investigation) check against your spell save DC. The spell also effectively extends the time limit on raising the target from the dead, since days spent reanimated does not count against the time limit of spells such as raise dead , and the reanimated body does not decay. A creature reanimated in this way is not undead, and it can be resurrected by any spell that would return a fully dead creature to life.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V S M","Casting Time":"1 minute"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 3"},{"name":"Walking Wall","description":"This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical. The wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.","properties":{"Category":"Spells","Level":7,"School":"Transmutation","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Walking Wall","description":"This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can't Dash. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall's movement and attacks as a bonus action. If you choose not to direct it, the wall continues executing the last command you gave it. The wall can't use reactions. Each successful attack does 4d6 slashing damage, and the damage is considered magical. The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If reduced to 0 hit points or when the spell's duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (Battle)","Components":"V S M","Damage Type":"Slashing","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Walking Wall","description":"7th-Level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (100 miniature axes) Duration: Concentration, up to 10 minutes This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base Speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical. The wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 Hit Points or when the spell’s duration ends, the wall disappears, and the miniature axes fall to the ground in a tidy heap.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wall of Aether","description":"","properties":{"Category":"Spells","Save":"Constitution ","Level":4,"School":"Evocation","Expansion":32048,"Components":"V, S, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Wall of Bone","description":"3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a handful of small bones) Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Warlock, Wizard You create a wall of razor-sharp, jagged teeth and bones. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. Medium or larger creatures or objects can't pass through the wall. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected and automatically miss. The wall is an object that can be damaged and thus breached. It has AC 10 and 5 hit points per 10-foot section, and it is vulnerable to bludgeoning damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a pile of bones and dust. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage the wall deals when it appears increases by 1d8 for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Dexterity","Level":3,"School":"conjuration","Components":"V, S, M","Damage Type":"piercing","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Wall of Bones","description":"Wall of Bones 6th-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S, (a calcified egg shell) Duration: Concentration, up to 10 minutes A grim wall of fractured bones appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It must rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, and creatures can’t pass through it. The wall is an object, and has AC 15, 150 hit points, immunity to poison and psychic damage, and vulnerability to bludgeoning damage. Reducing it to 0 hit points destroys it. When the wall appears, each creature in its space is pushed out of it by the shortest route and must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful save. Until the spell ends, and as long as the wall has sufficient hit points, you can use an action to sacrifice 20 hit points from the wall to summon a minotaur skeleton that has murderous killing intent. The creature appears in an unoccupied space of your choice adjacent to the wall. When you summon a minotaur skeleton in this way, designate a creature you can see within 60 feet of it; that creature becomes the sole enemy of the summoned creature. The minotaur skeleton ignores any orders you give, tries to kill its target by any means, and is immune to being charmed. Once its target is dead, it vanishes in a pile of dust. You can have a maximum of three creatures summoned by this spell at a time.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Wall of Death","description":"","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Necromancy","Components":"V S M","Damage Type":"necrotic","Casting Time":"1 action"},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Wall of Fire","description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw . On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Wall of Fire","Save":"Dexterity","Level":4,"Range":"120 feet","Damage":"5d8","School":"Evocation","Target":"A solid surface within range","Classes":"Druid, Sorcerer, Wizard","Duration":"Up to 1 minute","Material":"A small piece of phosphorus","data-List":"false","Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wall of Fire","description":"4th-Level Evocation Casting Time : 1 action Rang e: 12 0 feet Components: V, S, M (a small piece of phosphorus) Duration : Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","properties":{"Category":"Spells","Name":"Wall of Fire","Save":"Dexterity","Level":4,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Fire","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wall of Fire","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw , taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage . Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Evocation","Name":"Wall of Fire","Level":4,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"120 ft (60 feet long, 20 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wall of Fire","description":"Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Inflict Damage, Fire Damage","Spell Attack":"None","filter-Level":4,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Wall of Fire\",\"level\":\"4\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wall of Fire\\\",\\\"description\\\":\\\"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\\\\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\\\\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.\\\",\\\"level\\\":4,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of charcoal\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"60 feet long, 20 feet high*\\\"}}\"},{\"name\":\"Wall of Fire Attack\",\"parent\":\"Wall of Fire\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Fire\\\",\\\"description\\\":\\\"When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\\\\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 5d8 Fire damage.\\\",\\\"onSucceed\\\":\\\"Half damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"60 feet long, 20 feet high*\\\"}}\"},{\"name\":\"Wall of Fire Damage\",\"parent\":\"Wall of Fire Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Wall of Fire Initial Damage Upcast\",\"parent\":\"Wall of Fire Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":5,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wall of Fire","data-description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","Level":4,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S M","Material":"a piece of charcoal","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity","Damage":"5d8","Damage Type":"Fire","data-RangeAoe":"120 ft (60 feet long, 20 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wall of Force","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration : Concentration, up to 10 minute An invisible⁠ wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting⁠ on a solid surface. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic . A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.","properties":{"Category":"Spells","Name":"Wall of Force","Level":5,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wall of Force","description":"An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic . A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane , blocking ethereal travel through the wall.","properties":{"Category":"Spells","Name":"Wall of Force","Level":5,"Range":"120 feet","School":"Evocation","Target":"A point you choose within range","Classes":"Wizard","Duration":"Up to 10 minutes","Material":"A pinch of powder made by crushing a clear gemstone","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).<br />Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wall of Force","description":"Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature ’s space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic . A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","properties":{"Category":"Spells","School":"Evocation","Name":"Wall of Force","Level":5,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wall of Force","description":"Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic . A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","properties":{"Category":"Spells","School":"Evocation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Wall of Force\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wall of Force\\\",\\\"description\\\":\\\"An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\\\\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a shard of glass\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wall of Force","data-description":"An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S M","Material":"a shard of glass","data-CastNum":2,"data-RangeNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wall of Ice","description":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw . On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Wall of Ice","Save":"Dexterity","Level":6,"Range":"120 feet","Damage":"10d6","School":"Evocation","Target":"A solid surface within range","Classes":"Wizard","Duration":"Up to 10 minutes","Material":"A small piece of quartz","data-List":"false","Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Die":"d6","Higher Spell Slot Desc":" When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.","Higher Spell Slot Dice":2,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wall of Ice","description":"6th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a small piece of quartz) Duration : Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere⁠ with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points⁠⁠ per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points⁠ destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.","properties":{"Category":"Spells","Name":"Wall of Ice","Save":"Dexterity","Level":6,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wall of Ice","description":"Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature ’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw , taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold , Poison , and Psychic damage and Vulnerability to Fire damage . Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw , taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Evocation","Name":"Wall of Ice","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Cold"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wall of Ice","description":"Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Evocation","Classes":"Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Dexterity Save, Cold Damage, Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Wall of Ice\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wall of Ice\\\",\\\"description\\\":\\\"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\\\\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\\\\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\\\\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of quartz\\\"}}\"},{\"name\":\"Wall of Ice Creation Attack\",\"parent\":\"Wall of Ice\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Ice - On Creation\\\",\\\"description\\\":\\\"If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 10d6 Cold damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Wall of Ice Creation Damage\",\"parent\":\"Wall of Ice Creation Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Wall of Ice Creation Damage Upcast\",\"parent\":\"Wall of Ice Creation Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":2,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Wall of Ice Condition\",\"parent\":\"Wall of Ice\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Wall of Ice\\\",\\\"description\\\":\\\"The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\\\"}\"},{\"name\":\"Wall of Ice Frigid Air Attack\",\"parent\":\"Wall of Ice\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Ice - Frigid Air\\\",\\\"description\\\":\\\"Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"onFail\\\":\\\"Takes 5d6 Cold damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"}}\"},{\"name\":\"Wall of Ice Frigid Air Damage\",\"parent\":\"Wall of Ice Frigid Air Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Cold\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Wall of Ice Frigid Air Damage Upcast\",\"parent\":\"Wall of Ice Frigid Air Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wall of Ice","data-description":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S M","Material":"a piece of quartz","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity","Damage":"10d6","Damage Type":"Cold"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wall of Iron","description":"A nonmagical wall of solid iron springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-10-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). lf a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of iron that can be damaged and thus breached. Each panel has AC 18 and 60 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. lf you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.","properties":{"Category":"Spells","Save":"Dexterity","Level":5,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wall of Light","description":"5th-Level Evocation Casting Time : 1 action Rang e: 12 0 feet Components: V, S, M (a hand mirror) Duration : Instantaneous Concentration, up to 10 minutes A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Evocation","Components":"V S M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wall of Sand","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 9 0 feet Components: V, S, M (a handful of sand) Duration : Concentration, up to 10 minutes You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wall of Sand","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a handful of sand) Duration : Concentration, up to 10 minutes You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Wall of Stone","description":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw . On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","properties":{"Category":"Spells","Name":"Wall of Stone","Level":5,"Range":"120 feet","School":"Evocation","Target":"A point you choose within range","Classes":"Artificer, Druid, Sorcerer, Wizard","Duration":"Up to 10 minutes","Material":"A small block of granite","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.<br />If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br />The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.<br />If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.<br />The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.<br />If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wall of Stone","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a small block of granite) Duration : Instantaneous Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.","properties":{"Category":"Spells","Name":"Wall of Stone","Level":5,"School":"Evocation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wall of Stone","description":"Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-footby- 20-foot panels that are only 3 inches thick. If the wall cuts through a creature ’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw . On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage . Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.","properties":{"Category":"Spells","School":"Evocation","Name":"Wall of Stone","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Dexterity"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wall of Stone","description":"Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-footby- 20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":5,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Wall of Stone\",\"level\":\"5\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wall of Stone\\\",\\\"description\\\":\\\"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\\\\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\\\\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\\\\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\\\\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\\\\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.\\\",\\\"level\\\":5,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a cube of granite\\\"}}\"},{\"name\":\"Wall of Stone Attack\",\"parent\":\"Wall of Stone\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Stone\\\",\\\"description\\\":\\\"If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onSucceed\\\":\\\"It can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wall of Stone","data-description":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","Level":5,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S M","Material":"a cube of granite","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wall of Thorns","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a handful of thorns) Duration : Concentration, up to 10 minutes You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity⁠ saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity⁠ saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Wall of Thorns","Save":"Dexterity","Level":6,"School":"Conjuration","Expansion":5,"Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wall of Thorns","description":"You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw . On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.","properties":{"Category":"Spells","Name":"Wall of Thorns","Save":"Dexterity","Level":6,"Range":"120 feet","Damage":"7d8","School":"Conjuration","Target":"Within range on a solid surface","Classes":"Druid","Duration":"Up to 10 minutes","Material":"A handful of thorns","data-List":"false","Components":"V S M","Damage Type":"Piercing","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":5,"data-description":"You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.","Higher Spell Slot Die":"d8","Higher Spell Slot Desc":"When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.","Higher Spell Slot Dice":1,"data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wall of Thorns","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw , taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw , taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Conjuration","Name":"Wall of Thorns","Level":6,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Piercing","data-RangeAoe":"120 ft (60 feet long, 10 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wall of Thorns","description":"Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Dexterity Save, Inflict Damage, Utility, Piercing Damage","Spell Attack":"None","filter-Level":6,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"Yes","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Wall of Thorns\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wall of Thorns\\\",\\\"description\\\":\\\"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\\\\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\\\\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\\\",\\\"upcastText\\\":\\\"Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 10 minutes\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a handful of thorns\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"60 feet long, 10 feet high*\\\"}}\"},{\"name\":\"Wall of Thorns Condition\",\"parent\":\"Wall of Thorns\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Wall of Thorns\\\",\\\"description\\\":\\\"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration.\\\"}\"},{\"name\":\"Wall of Thorns On Creation Attack\",\"parent\":\"Wall of Thorns\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Thorns - On Creation\\\",\\\"description\\\":\\\"When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 7d8 Piercing damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"60 feet long, 10 feet high*\\\"}}\"},{\"name\":\"Wall of Thorns On Creation Damage\",\"parent\":\"Wall of Thorns On Creation Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceCount\\\":7,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Wall of Thorns On Creation Damage Upcast\",\"parent\":\"Wall of Thorns On Creation Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"},{\"name\":\"Wall of Thorns Walking Through Attack\",\"parent\":\"Wall of Thorns\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wall of Thorns - Walking Through\\\",\\\"description\\\":\\\"Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"onFail\\\":\\\"Takes 7d8 Slashing damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"60 feet long, 10 feet high*\\\"}}\"},{\"name\":\"Wall of Thorns Walking Through Damage\",\"parent\":\"Wall of Thorns Walking Through Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":7,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Wall of Thorns Walking Through Damage Upcast\",\"parent\":\"Wall of Thorns Walking Through Damage\",\"payload\":\"{\\\"type\\\":\\\"Upcasting\\\",\\\"mode\\\":\\\"Per X Spell Level\\\",\\\"startingLevel\\\":7,\\\"level\\\":1,\\\"target\\\":\\\"$.diceCount\\\",\\\"value\\\":1,\\\"changeMode\\\":\\\"Add\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wall of Thorns","data-description":"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.","Level":6,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 10 minutes","Range":"120 feet","Components":"V S M","Material":"a handful of thorns","Higher Spell Slot Desc":"Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity","Damage":"7d8","Damage Type":"Piercing","data-RangeAoe":"120 ft (60 feet long, 10 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wall of Time","description":"5th-Level Abjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (an hourglass) Duration: Concentration, up to 1 minute You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wall Of Time","description":"You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.","properties":{"Category":"Spells","Level":5,"School":"Abjuration (temporal)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wall of Water","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a drop of water) Duration : Concentration, up to 10 minutes You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack⁠ that enters the wall’s space has disadvantage on the attack⁠ roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points⁠. Reducing a frozen section to 0 hit points⁠ destroys it. When a section is destroyed, the wall’s water doesn’t fill it.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Expansion":1,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 ft"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Wall of Water","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a drop of water) Duration : Concentration, up to 10 minutes You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.","properties":{"Category":"Spells","Level":3,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Wall of Water","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a drop of water) Duration : Concentration, up to 10 minutes You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Wall of Water","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a drop of water) Duration : Concentration, up to 10 minutes You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.","properties":{"Category":"Spells","Level":3,"School":"Evocation","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wall of Wonder","description":"7th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a stringed instrument) Duration: Concentration, up to 1 minute A wall of shimmering, mystifying energy springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 20 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick. It is translucent and intangible and lasts for the duration. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, the creature is stunned until the start of its next turn or until it takes damage. A creature that starts its turn in the wall’s area or that enters it for the first time during a turn must also succeed on a Wisdom saving throw or become stunned until the start of its next turn or until it takes damage.","properties":{"Category":"Spells","Save":"Wisdom","Level":7,"School":"illusion","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Wandre’s Folly of Fools","description":"You compel a target creature you can see within range to loudly proclaim its proudest moment and its most shameful memory aloud for all to hear. The target creature must make a Charisma saving throw. On a failure, the target must use its action on its next turn to loudly proclaim the moment the creature holds to be the pinnacle of its life’s achievement and the moment that the creature would regard as its lowest moment. This information is determined by the DM for NPCs and by players for PCs. Additionally, until the end of your next turn, all other creatures have advantage on Wisdom (Insight), Wisdom (Perception) checks, and attack rolls made against the target creature.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Wandre’s Foolish Dance","description":"A creature of your choice that you can see within range is compelled by an unheard music to dance erratically. The target must succeed on a Charisma saving throw or have its speed reduced to 0, becoming incapacitated and unable to willingly move from its space for the duration. A creature with a Charisma score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.","properties":{"Category":"Spells","Save":"Charisma","Level":1,"School":"enchantment","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Wandre’s Wondrous Cacophony","description":"You can charm or frighten a foe. Choose one creature that you can see within range to make a Charisma saving throw. If it fails, the target is either charmed or frightened (your choice) for the duration. If the target is charmed, the target is also deafened for the spell’s duration. The target can still hear what you say when directing your words towards the target. If the target is frightened, the target is also blinded for the duration. The target can still see you, but nothing else. You manifest in the target’s sight as a horrific form instead of your normal appearance. This horrific form is determined by you or is representative of a deep fear of the target. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"War Horn","description":"You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature. Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.","properties":{"Category":"Spells","Level":4,"School":"enchantment","Components":"M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"War Proxy","description":"You designate one willing creature within range as your war proxy. As long as you can see your war proxy, you can perform melee and ranged weapon attacks as if the attacks were made from your war proxy’s position. Additionally, when you cast a spell of 1st level or higher that targets a single creature, your war proxy can spend its reaction and deliver the spell as if it had cast the spell. Any time your war proxy takes damage, you must make a concentration check as if you had taken the damage.","properties":{"Category":"Spells","Level":1,"School":"divination","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"War Story","description":"4th-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You begin a booming retelling of a large-scale battle filled with death and destruction, an ephemeral vignette of the tale appearing around you. You initiate the tale with the crunch of armies clashing, creating a shockwave audible to 300 feet that strikes at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. The target being within 5 feet of you doesn’t impose disadvantage on the attack roll. On a hit, the target takes 3d10 thunder damage. On a miss, the target takes half the damage. Until the spell ends, you can use an action on each of your subsequent turns to have your vignette reenact the clanging of swords, ferocious battlecries, or screams of the dying, repeating the attack against a creature you can see within 30 feet of you. You can direct the attack at the same target or a different one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every two slot levels above 4th.","properties":{"Category":"Spells","Level":4,"School":"illusion","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ward Against Spells","description":"2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a handheld mirror) Duration: 1 minute One willing creature you touch gains 4d6 temporary hit points. While the creature has any temporary hit points granted by this spell, it has resistance to damage dealt by spells. The creature loses any temporary hit points it has remaining from this spell at the end of 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Damage Type":"temporary hit points","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ward Against Weapons","description":"2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a turtle shell) Duration: 1 minute One willing creature you touch gains 4d6 temporary hit points. While the creature has any temporary hit points granted by this spell, it has resistance to damage dealt by weapons. The creature loses any temporary hit points it has remaining from this spell at the end of 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"abjuration","Components":"V, S, M","Damage Type":"temporary hit points","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warded Refuge","description":"You create a warded zone that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the phase walk power, to enter the area. The power proofs the area against extradimensional travel, and therefore prevents creatures from accessing the area by way of powers such as intangible form . In addition, the power damages types of creatures that you choose when you activate it. Choose one or more of the following: automatons, constructs, netherants, primordials, and proteans. When a chosen creature enters the warded area for the first time on a turn or starts its turn there, they are assaulted with a barrage of laser or disruptor fire. The creature takes 5d10 radiant or necrotic damage (your choice when you activate this power). When you activate this power, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the power. The warded area can’t overlap with the area of another warded refuge power.","properties":{"Category":"Spells","Level":6,"School":"Technique","Expansion":27051,"Casting Time":"1 bonus action","data-RangeAoe":"50 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Warden's Rebuke","description":"Evocation cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects, and the earth quakes threateningly beneath the target’s feet until the start of your next turn. If the target willingly attacks a creature other than you before then, it immediately takes 1d6 bludgeoning damage as the earth rises up to rebuke it, and the spell ends. The spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 damage to the target, and the bludgeoning damage the target takes for attacking another creature increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6/3d6) and 17th level (3d6/4d6).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warding Bolt","description":"Abjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of divine light at a creature you can see within range. Make a ranged spell attack against the target; the attack automatically hits the creature if it is willing. On a hit, you choose for the spell either to deal 1d4 radiant damage to the target or to grant 1d4 temporary hit points to it. The target loses any temporary hit points it has remaining from this spell at the start of your next turn. The spell’s damage and temporary hit points each increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Damage Type":"radiant or temporary hit points","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warding Bond","description":"This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Warding Bond","Level":2,"Range":"Touch","School":"Abjuration","Target":"A willing creature you touch","Classes":"Cleric","Duration":"1 hour","Material":"A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-7,"data-DurationNum":9,"data-description":"This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.<br />The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warding Bond","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration ) Duration : 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance⁠ to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points⁠ or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Warding Bond","Level":2,"School":"Abjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Warding Bond","description":"2nd-Level Abjuration Casting Time : 1 action Rang e: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration ) Duration : 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance⁠ to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points⁠ or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.","properties":{"Category":"Spells","Name":"Warding Bond","Level":2,"School":"Abjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Warding Bond","description":"Level 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) Duration: 1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws , and it has Resistance to all damage. Also, each time it takes damage , you take the same amount of damage . The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.","properties":{"Category":"Spells","School":"Abjuration","Name":"Warding Bond","Level":2,"Casting Time":"Action","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Warding Bond","description":"Level 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) Duration: 1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.","properties":{"Category":"Spells","School":"Abjuration","Classes":"Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":2,"filter-Range":"Touch","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Warding Bond\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Warding Bond\\\",\\\"description\\\":\\\"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\\\\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Abjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Touch\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration\\\"}}\"},{\"name\":\"Warding Bond Condition\",\"parent\":\"Warding Bond\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Warding Bond\\\",\\\"description\\\":\\\"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.\\\"}\"},{\"name\":\"Warding Bond AC Bonus\",\"parent\":\"Warding Bond Condition\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Warding Bond Save Bonus\",\"parent\":\"Warding Bond Condition\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":1,\\\"situation\\\":\\\"Gains a +1 bonus to saving throws.\\\"}\"},{\"name\":\"Warding Bond Resist All\",\"parent\":\"Warding Bond Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"All\\\"}\"}]","filter-Components":"Verbal, Somatic, Material (Cost)","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Warding Bond","data-description":"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\nThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.","Level":2,"Casting Time":"Action","Duration":"1 hour","Range":"Touch","Components":"V S M","Material":"a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration","data-CastNum":2,"data-DurationNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Warding Smite","description":"5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, your weapon flashes with celestial power before enveloping you in a protective aegis. The attack deals an extra 5d8 radiant damage and you gain an equal number of temporary hit points. While you have temporary hit points from this spell, you have resistance to all damage. You lose all remaining temporary hit points from this spell when this spell ends.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V","Damage Type":"radiant","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warding Wind","description":"2nd-Level Evocation Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.","properties":{"Category":"Spells","Level":2,"School":"Evocation","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Warding Wind","description":"2nd-Level Evocation Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. It hedges out vapor, gas, and fog that can be dispersed by strong wind.","properties":{"Category":"Spells","Level":2,"School":"evocation","Components":"V","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Warning Shout","description":"You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.","properties":{"Category":"Spells","Level":2,"School":"Divination (Battle)","Components":"V","Casting Time":"1 reaction, which you take immediately before a creature rolls an initiative check","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Warning Shout","description":"You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.","properties":{"Category":"Spells","Level":2,"School":"Divination","Expansion":5764,"Components":"V","Casting Time":"1 reaction, whiich you take immediately before initiative is rolled"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Warning Shout","description":"2nd-Level Divination Casting Time: 1 reaction, which you take immediately before initiative is rolled Range: 30 feet Components: V Duration: Instantaneous You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V","Casting Time":"1 reaction, which you take immediately before initiative is rolled","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Warning Whiskers","description":"2nd-level abjuration (druid, ranger, warlock) Casting Time : 1 action Range : Touch Components : V, S, M (a cat’s whisker) Duration : Concentration, up to 1 hour Thin, invisible fibers stretch from your cheeks (or your shoulders, sides, or thighs, as you prefer). These long whiskers reach up to 10 feet. For the spell’s duration, you gain a +5 bonus to your passive Wisdom (Perception) score. Additionally, you know the location of invisible creatures within range of the whiskers. This negates advantage they have on their attack rolls against you, but your attack rolls still have disadvantage. You can target invisible creatures within 10 feet with spells that require you to be able to see the target. The whiskers also confer some stability to your movement. You have advantage on Dexterity checks made to maintain your balance or remain upright.","properties":{"Category":"Spells","Level":2,"School":"Abjuration","Expansion":11996,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Warp Bolt","description":"Warp Bolt 2nd level contaminated evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a delerium fragment worth 100 gp, which the spell consumes) Duration: Concentration, up to 1 minute When you cast this spell, you gain one level of contamination. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more contamination levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes 6d6 necrotic damage and gains one level of contamination. You can create a new bolt of lightning as your action on any turn until the spell ends. At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd. Available for: sorcerer, warlock, wizard","properties":{"Category":"Spells","Level":2,"School":"Contaminated evocation","Expansion":21300,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":" 1 action ","data-RangeAoe":"60 feet"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Warp Helix","description":"You unleash a coil of spatial distortion from your hands. Each creature in a 60‑foot cone must make a Constitution saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 6 or higher, the damage increases by 1d8 for each rank above 5.","properties":{"Category":"Spells","Save":"Constitution","Level":5,"School":"Metaphase","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Warp Mind and Matter","description":"6th-Level Transmutation (Ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (root of deadly nightshade and a drop of the caster’s blood) Duration: Until cured or dispelled A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"transmutation (ritual)","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Warp Mind And Matter","description":"A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.","properties":{"Category":"Spells","Save":"Wisdom","Level":6,"School":"Transmutation (mythos)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Warp Sense","description":"2nd-Level Divination Casting Time : 1 action R ange: Self Components: V, S, M (a razorvine leaf) Duration: Concentration, up to 1 minute For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Warp Sphere","description":"You create a spatial distortion at a point within range that quickly expands outward in a 60-foot-radius sphere. Each creature in that area must make a Constitution saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. At Higher Ranks. When you use this power at rank 7 or higher, the damage increases by 2d6 for each rank above 6.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Metaphase","Expansion":27051,"Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"150 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Warp Storm","description":"Bursts of deep space vacuum explode outward from four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 force damage and 20d6 cold damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. The bursts also cause damage to structures and objects in the area that aren’t being worn or carried.","properties":{"Category":"Spells","Save":"Dexterity","Level":9,"School":"Metaphase","Expansion":27051,"Damage Type":"force","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Warp World","description":"This spell functions identically to the spell polymorph , except that it effects all creatures within range, including you.","properties":{"Category":"Spells","Level":9,"School":"transmutation","Expansion":32309,"Components":"V, S, M","Casting Time":"1 reaction, which you take when you see a creature within 60 feet of you casting a spell","data-RangeAoe":"120 feet"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Waste-not Hook","description":"3rd-level (hag) necromancy Casting Time: 1 bonus action Range: 30 feet Components: M (curved cold iron nail fashioned to look like a fishhook which is consumed after casting) Duration: 1 minute When a night hag cast this spell she targets one living creature that she can see. The target now has a blood red cord of mist that extends six inches from the base of their skull. This cord always points away from the target, which makes it very difficult for the target to see the cord. If the target is reduced to 0 hit points, and they then fail a death save, their soul is collected by the night hag. The night hag will spend three days fashioning the soul into an easily transportable form called a hooked larva . If the hag is not killed or bargained with before that then the soul is considered destroyed.","properties":{"Category":"Spells","Level":3,"School":"(hag) necromancy","Components":"M","Casting Time":"1 bonus action","data-RangeAoe":"30 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Watch the Flow","description":"","properties":{"Category":"Spells","Level":2,"School":"divination","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Watchful Eye","description":"9th-level lair magic (conjuration) Casting Time: 4 weeks (28 days) Radius: 100 miles Components: V, S, M (the souls of 1000 creatures with an Intelligence score of 8 or greater, which are sacrificed as a part of casting this spell. The souls are consumed by the spell) Duration: 100 years This spell summons a burning eye over the site of its casting, visible from many miles away. The eye can see everything that happens within the radius of the spell, ignoring cover and concealment, with a passive Perception of 20. It relays all important information to the lair's master, keeping them apprised of all happenings in their domain.","properties":{"Category":"Spells","Level":9,"School":"conjuration","Components":"V, S, M","Casting Time":"4 weeks (28 days)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Water Breathing","description":"3rd-Level Transmutation (ritual) Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a short reed or piece of straw) Duration : 24 hours This spell grants up to ten willing creatures you can see within range the ability to breathe underwater⁠ until the spell ends. Affected creatures also retain their normal mode of respiration.","properties":{"Category":"Spells","Name":"Water Breathing","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Water Breathing","description":"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","properties":{"Category":"Spells","Name":"Water Breathing","Level":3,"Range":"30 feet","Ritual":"Yes","School":"Transmutation","Target":"Up to ten willing creatures you can see within range","Classes":"Artificer, Druid, Ranger, Sorcerer, Wizard","Duration":"24 hours","Material":"A short reed or piece of straw","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":14,"data-description":"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Water Breathing","description":"Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","properties":{"Category":"Spells","School":"Transmutation","Name":"Water Breathing","Level":3,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Water Breathing","description":"Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid, Ranger, Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"24 hours","data-datarecords":"[{\"name\":\"Water Breathing\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Water Breathing\\\",\\\"description\\\":\\\"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"24 hours\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a short reed\\\"}}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Water Breathing","data-description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","Level":3,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"24 hours","Range":"30 feet","Components":"V S M","Material":"a short reed","data-DurationNum":14,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Water Walk","description":"3rd-Level Transmutation (ritual) Casting Time : 1 action Rang e: 30 feet Components: V, S, M (a piece of cork) Duration : 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.","properties":{"Category":"Spells","Name":"Water Walk","Level":3,"School":"Transmutation","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Water Walk","description":"This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.","properties":{"Category":"Spells","Name":"Water Walk","Level":3,"Range":"30 feet","Ritual":"Yes","School":"Transmutation","Target":"Up to ten willing creatures you can see within range","Classes":"Artificer, Cleric, Druid, Ranger, Sorcerer","Duration":"1 hour","Material":"A piece of cork","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":30,"data-DurationNum":9,"data-description":"This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br />If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Water Walk","description":"Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","properties":{"Category":"Spells","School":"Transmutation","Name":"Water Walk","Level":3,"Casting Time":"Action or Ritual","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Water Walk","description":"Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Cleric, Druid, Ranger, Sorcerer","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":3,"filter-Range":"Close (30 feet or less)","filter-Ritual":"Yes","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Water Walk\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Water Walk\\\",\\\"description\\\":\\\"This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\\\\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"Action or Ritual\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"1 hour\\\",\\\"ritual\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a piece of cork\\\"}}\"},{\"name\":\"Water Walk Bonus Action\",\"parent\":\"Water Walk\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Water Walk\\\",\\\"description\\\":\\\"An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Water Walk","data-description":"This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\nAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","Level":3,"Casting Time":"Action or Ritual","Ritual":"Yes","Duration":"1 hour","Range":"30 feet","Components":"V S M","Material":"a piece of cork","data-DurationNum":9,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Water Whip","description":"Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw , pulling it up to 10 feet towards the source of water on a failure. The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level ( 2d6 and 15 feet ), 11th level ( 3d6 and 20 feet ), and 17th level ( 4d6 and 25 feet ).","properties":{"Category":"Spells","Level":0,"School":"Transmutation cantrip","Components":"V, S","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Watery Sphere","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a droplet of water) Duration : Concentration, up to 1 minute You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.","properties":{"Category":"Spells","Level":4,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Watery Sphere","description":"4th-Level Conjuration Casting Time : 1 action Rang e: 90 feet Components: V, S, M (a droplet of water) Duration : Concentration, up to 1 minute You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.","properties":{"Category":"Spells","Level":4,"School":"Conjuration","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Watery Tentacles","description":"4th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (an octopus tentacle) Duration: Concentration, up to 1 minute When you cast this spell, three tentacles made of water appear around your body for the duration. As part of the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end of each of its turns, a restrained target can repeat the saving throw, freeing itself on a success. You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. You can also use the tentacles to manipulate objects as an action or a bonus action. Each tentacle can lift up to 100 pounds, and you can command multiple tentacles to work together to lift the same object as part of the same action or bonus action. The tentacles aren’t capable of detailed control—for example, they can’t open a chest or uncork a bottle. Burning objects are extinguished when a tentacle grabs them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain an additional tentacle for every slot level above 4th.","properties":{"Category":"Spells","Save":"Strength","Level":4,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wave of Agony","description":"2nd-level necromancy Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of malice rushes out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage and its speed is reduced to 0 feet until the beginning of your next turn, its muscles seizing with pain. On a successful save, the creature takes half as much damage and its speed isn’t reduced. This spell has no effect on undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Constitution","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (15 ft □)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Wave of Corruption","description":"3rd-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a scrap of rotten meat or plant matter) Duration: Instantaneous When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner’s save bonus to avoid this outcome. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Constitution","Level":3,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wave Of Corruption","description":"When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner’s save bonus to avoid this outcome. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.","properties":{"Category":"Spells","Level":3,"School":"Necromancy (fiendish)","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wave of Putrefaction","description":"6th-level necromancy Casting time: 1 action Range: self (60-foot cone) Components: v, s, m (a withered bone) Duration: instantaneous You unleash a wave of putrefying necrotic energy in a 60-foot cone. Each creature in the area must make a constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage and is afflicted with a putrefying disease until cured or until it finishes a long rest. On a successful save, a creature takes half the damage and isn’t afflicted with a disease. A creature afflicted with this disease can’t regain hit points. This spell induces a magical disease in the target that can’t be cured by most effects that remove or ameliorate diseases. A greater restoration or heal spell cast on the target removes this magical disease. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"necromancy","Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ▽)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Wax Tomb","description":"1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (some wax) Duration: 1 minute Classes: Bard, Sorcerer, Warlock, Wizard You point at a Medium or smaller creature you can see within range, causing a torrent of molten wax to pour over it. The creature must succeed on a Strength saving throw or have its speed reduced to 0 feet . A creature that fails the saving throw by 5 or more is also restrained for the duration. A creature affected by this spell, or a creature within 5 feet of it, can use its action to make a Strength check against your spell save DC , freeing the affected creature and ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum size of creature you can target increases by one category, from Medium to Large, for example, for every two slot levels above 1st.","properties":{"Category":"Spells","Level":1,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Wayward Strike","description":"You create a tear in the fabric of reality that protects you from an incoming attack by directing it through a second tear close to a creature you can see up within range. The attack plunges into one dimensional tear and out the other one, causing it to be resolved against that creature’s AC. If the attack is successful, the creature takes the appropriate damage. You can even make the attacker hit itself, if you choose.","properties":{"Category":"Spells","Level":4,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 reaction, whiich you take when a melee or ranged attack is made against you"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wayward Strike","description":"4th-Level Transmutation Casting Time: 1 reaction, which you take when a melee or ranged attack is made against you Range: 60 feet Components: V, S Duration: Instantaneous You create a tear in the fabric of reality that protects you from an incoming attack by directing it through a second tear close to a creature you can see up within range. The attack plunges into one dimensional tear and out the other one, causing it to be resolved against that creature’s AC. If the attack is successful, the creature takes the appropriate damage. You can even make the attacker hit itself, if you choose.","properties":{"Category":"Spells","Level":4,"School":"transmutation","Components":"V, S","Casting Time":"1 reaction, which you take when a melee or ranged attack is made against you","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Weapon of Blood","description":"1st-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a pinch of iron shavings) Duration: Concentration, up to 1 hour When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger. At Higher Levels. When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Weapon of Blood","description":"When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger. At Higher Levels . When you cast this spell using a spell slot of 3rd level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a spell slot of 9th level, the self-inflicted wound does 9d4 slashing damage and the spell produces a +3 dagger of wounding.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"self"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Weapon Of Blood","description":"When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger. At Higher Levels. When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (blood)","Expansion":5764,"Components":"V, S, M","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Weapon of God","description":"9th-level evocation Casting Time: 1 action Range: Sight Components: V, S, M (a holy symbol) Duration: Instantaneous A titanic celestial force, such as a colossal fist or weapon, appears at a point you can see in the air and slams down onto the ground in a 60-foot radius cylinder with a height as high as you can see. Each creature, object, and structure within the cylinder takes 100 damage. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil. If your deity is associated with a particular damage type (as Hephaestus is with fire damage or Thor with lightning), your DM can choose for this spell to deal that damage type instead. Damage from this spell can’t be reduced or prevented in any way. The force can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. The spell fails if you can’t see a point in the air at least 100 feet above the ground that could accommodate the celestial force (for example, if you are in a room with a ceiling lower than 100 feet).","properties":{"Category":"Spells","Level":9,"School":"evocation","Components":"V, S, M","Damage Type":"varies","Casting Time":"1 action"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weave Entanglement","description":"You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st level or higher in this area, it must make an ability check with its spellcasting ability against your spell save DC . On a success, the spell is cast as normal. On a failure, the spellcaster casts the spell and produces an additional effect. Roll a d10 and consult the following table to determine the additional effect: d10 Effect 1 The spellcaster casts gravity smash* 2 The spellcaster casts phantasmal killer 3 The spellcaster casts confusion 4 The spellcaster casts fireball 5 The spellcaster casts zippit!* 6 The spellcaster casts web 7 The spellcaster casts darkness 8 The spellcaster casts silence 9 The spellcaster regains 2d10 hit points. 10 The spellcaster doesn’t expend a spell slot to cast its spell. Any additional spell cast this way targets or is centred on the spellcaster, who has no control over the spell’s effects. The DC for any saving throws equals the spellcaster’s spell save DC . In the case of concentration spells, no concentration is required. At initiative count 20 of each round, roll a d20 for each ongoing additional effect. On a roll of 11 or higher, that effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you increase the radius of the area affected by 10 feet for each slot level above 6th.","properties":{"Category":"Spells","Level":6,"School":"abjuration","Expansion":23695,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 ft (20 ft ○)"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Weave Necrosis","description":"3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You pull on the necrotic energy of the outer planes, weaving it into your spells intended to heal. Whenever a spell you cast would cause a creature to regain hit points, it instead loses that many hit points if it is any creature type other than construct or undead. If the target is undead, it regains hit points, rather than losing them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration increases. Its duration becomes 10 minutes when cast using a 4th-level spell slot, 1 hour when cast using a 5th-level spell slot, 8 hours when cast using a 6th-level spell slot, 24 hours when cast using a 7th-level spell slot, 7 days when cast using an 8th-level spell slot, and until dispelled when cast using a 9th-level spell slot. Additionally, if you cast the spell using a 9th-level spell slot, the spell no longer requires concentration to maintain, and you can end the spell as a bonus action on your turn.","properties":{"Category":"Spells","Level":3,"School":"necromancy","Components":"V, S","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weave the Elder Sign","description":"When you cast this spell, you gain 1 Contamination Level. You weave an impossible sign from an inscrutable reality in the air inside a 30-foot cube within range. It appears for only a moment before vanishing. Each creature in the area who sees the sign must make an Intelligence saving throw. On a failed saving throw, the creature becomes blinded and stunned for the spell's duration. On a successful saving throw, a creature is blinded until the end of your next turn. The spell ends for a stunned creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. When the spell ends for a stunned creature, it takes 3d6 psychic damage.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"contaminated illusion","Expansion":29025,"Components":"S, M","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Weavebend","description":"You attempt to redirect a spell cast by a creature you can see. If the creature is casting a spell of 3rd level or lower, you can redirect the spell. If the spell involves a ranged spell attack, you can cause the ranged spell attack to target a different target of your choice within 10 feet of its original target. If the spell has an area of effect, you can shift the area of effect up to 10 feet in any direction. If the creature is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is redirected as described. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell is automatically redirected as described if its level is less than the level of the spell slot you used.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Expansion":23695,"Components":"S","Casting Time":"1 reaction, which you take when you see a creature within range casting a spell","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Web","description":"You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Spells","Name":"Web","Level":2,"Range":"60 feet","School":"Conjuration","Target":"A point of your choice within range","Classes":"Artificer, Sorcerer, Wizard","Duration":"Up to 1 hour","Material":"A bit of spiderweb","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":60,"data-DurationNum":8,"data-description":"You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.<br />If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br />Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.<br />A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.<br />The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Web","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of spiderweb) Duration : Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Spells","Name":"Web","Level":2,"School":"Conjuration","Expansion":5,"Components":"V S M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Web","description":"2nd-Level Conjuration Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a bit of spiderweb) Duration : Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Spells","Name":"Web","Level":2,"School":"Conjuration","Components":"V S M","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Web","description":"Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain , and the area within them is Lightly Obscured . If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC . If it succeeds, it is no longer Restrained . The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Spells","School":"Conjuration","Name":"Web","Level":2,"Casting Time":"Action","Components":"V S M","Save":"Dexterity","Damage Type":"Fire","data-RangeAoe":"60 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Web","description":"Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Restrained, Dexterity Save","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 hour","data-datarecords":"[{\"name\":\"Web\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Web\\\",\\\"description\\\":\\\"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\\\\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\\\\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\\\\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\\\\nThe webs are flammable. 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Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.\\\",\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Web Fire Damage\",\"parent\":\"Web Fire Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Fire\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Web","data-description":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","Level":2,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 hour","Range":"60 feet","Components":"V S M","Material":"a bit of spiderweb","data-CastNum":2,"data-RangeNum":60,"Save":"Dexterity","Damage":"2d4","Damage Type":"Fire","data-RangeAoe":"60 ft (20 ft □)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weight Spike","description":"Transmutation cantrip Casting time: 1 action Range: touch Components: v, s Duration: instantaneous You envelope your hand in a purple light and increase the pull of gravity on a creature you touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing heavy armor or is large or larger. On a hit, the target takes 2d4 bludgeoning damage, and its speed is reduced by 10 feet until the start of its next turn as its own weight pulls on it. The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Weiler's Ward","description":"You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Weiler's Ward","description":"2nd-Level Conjuration Casting Time: 1 bonus action Range: Self Components: V, S, M (a lock of hair from a fey creature) Duration: Concentration, up to 1 hour You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Charisma","Level":2,"School":"conjuration","Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Weird","description":"Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.","properties":{"Category":"Spells","Name":"Weird","Save":"Wisdom","Level":9,"Range":"120 feet","Damage":"4d10","School":"Illusion","Target":"Each creature in a 30-foot-radius sphere centered on a point of your choice within range","Classes":"Wizard","Duration":"Up to 1 minute","data-List":"false","Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Weird","description":"9th-Level Illusion Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere⁠ centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion⁠ calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.","properties":{"Category":"Spells","Name":"Weird","Save":"Wisdom","Level":9,"School":"Illusion","Expansion":5,"Components":"V S","Damage Type":"Psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Weird","description":"Level 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw . On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage . On a successful save, the spell ends on that target.","properties":{"Category":"Spells","School":"Illusion","Name":"Weird","Level":9,"Casting Time":"Action","Components":"V S","Save":"Dexterity","Damage Type":"Psychic","data-RangeAoe":"120 ft (30 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Weird","description":"Level 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.","properties":{"Category":"Spells","School":"Illusion","Classes":"Warlock, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Inflict Damage, Wisdom Save, Psychic Damage, Frightened","Spell Attack":"None","filter-Level":9,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Weird\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Weird\\\",\\\"description\\\":\\\"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\\\\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. 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On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"onFail\\\":\\\"Takes 5d10 Psychic damage.\\\",\\\"onSucceed\\\":\\\"The spell ends on that target.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Weird Frightened Damage\",\"parent\":\"Weird Frightened Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Psychic\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Weird","data-description":"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.","Level":9,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S","data-CastNum":2,"data-RangeNum":120,"Save":"Dexterity","Damage":"10d10","Damage Type":"Psychic","data-RangeAoe":"120 ft (30 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weirding Wake","description":"5th-level conjuration Casting time: 1 action Range: 300 feet Components: v, s Duration: instantaneous You create a wave of water that rushes in a 30-foot line that is 10 feet wide from a point you can see within range. Each creature in the line must make a strength saving throw. On a failed save, a creature takes 8d8 bludgeoning damage, is pushed up to 15 feet in a direction following the line, and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone. If you cast this spell on a point of freestanding water that is at least 20 feet deep, the line is 60 feet long instead, and any waterborne vehicle in the line has a 30 percent chance of capsizing if it is large or smaller and a 15 percent chance of capsizing if it is huge. At higher levels. When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d8 and the chance for a waterborne vehicle to capsize increases by 5 percent for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"conjuration","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Well of Frozen Missiles","description":"2nd-level conjuration Casting time: 1 action Range: 30 feet Components: v, s, m (a piece of quartz carved into a snowflake) Duration: 1 minute A small, swirling cloud of ice and snow appears and hovers in an unoccupied space you can see within range. The cloud occupies that space and emits a mild chill in the air around it, but it is otherwise indistinct except for a small flurry of snow. When you cast this spell, you can designate any number of creatures you can see to be capable of interacting with the cloud. While within 5 feet of the cloud, a designated creature can use a bonus action to reach into the cloud, pull out a javelin of magical ice, and throw it at a target within 60 feet. The creature throwing the javelin is proficient with the javelin and makes an attack roll using its strength or dexterity modifier (the creature’s choice). On a hit, the javelin deals 2d6 cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn. The cloud lasts for the duration or until six icy javelins have been pulled from it. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the javelin on a hit increases by 1d6 for each slot level above 2nd.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Whipcrack","description":"1st-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You create a sound like a cracking whip next to one friendly creature and one hostile creature you can see within range. Spurred by the sudden snap of sound, the friendly target has advantage on the next attack roll or saving throw it makes before the start of your next turn. Startled by the sound, the hostile target must make a dexterity saving throw. On a failed save, the target takes 2d10 thunder damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half the damage and can still take reactions. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Dexterity","Level":1,"School":"evocation","Components":"V, S","Damage Type":"thunder","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Whirlwind","description":"7th-Level Evocation Casting Time : 1 action Rang e: 300 feet Components: V, M (a piece of straw) Duration : Concentration, up to 1 minute A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-footradius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"evocation","Components":"V, M","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Whirlwind","description":"7th-Level Evocation Casting Time : 1 action Rang e: 300 feet Components: V, M (a piece of straw) Duration : Concentration, up to 1 minute A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.","properties":{"Category":"Spells","Save":"Dexterity","Level":7,"School":"Evocation","Expansion":6,"Components":"V M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"300 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Whispering Wind","description":"1st-level evocation Casting Time: 1 action Range: 1 mile Components: V, S, M (a feather) Duration: 1 round You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear. You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.","properties":{"Category":"Spells","Level":1,"School":"evocation","Expansion":26275,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wielding","description":"I personally have no great love for swords, but in my career I’ve found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually—wizard or not—you need to pick one of the damn things up. This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items. You point at a weapon sized for a Medium or smaller creature that you can see within 5 feet of you, and it springs into the air to float at your fingertips. If the weapon requires two hands to wield, you must have both hands free to cast this spell. While wielding a weapon in this way, you can use it as though you had proficiency with it, and you can use your spellcasting ability, instead of Strength or Dexterity, for the weapon’s attack and damage rolls. Only one weapon can be wielded by the spell at a time, and you need at least one free hand in order to maintain the spell, or two free hands for a two-handed weapon. If you point at a weapon held by another creature when you cast this spell, that creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature keeps its hold on the weapon and the spell ends. If a creature wishes to grab a weapon from the spell’s grasp, it must be within 5 feet of you and have a free hand. A creature can use its action to make a Strength (Athletics) check opposed by an ability check using your spellcasting ability modifier and proficiency bonus. If the creature wins the contest, it snatches the weapon from your fingertips. At Higher Levels . When you cast this spell using a spell slot of 5th level or higher on a magic weapon that requires attunement, you are also considered attuned to the weapon and benefit from any features it has, so long as you have available attunement slots and meet all prerequisites for attunement. When the spell ends, your attunement to the weapon also ends, even if the item holds a curse that would normally prevent this. Additionally, when you cast this spell using a spell slot of 5th level or higher, you can target weapons sized for Large creatures. When you cast this spell using a spell slot of 7th level or higher, you can target weapons sized for Huge creatures.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S, M","Casting Time":"1 bonus action"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Wieldskill","description":"This spell is a minor magical trick that novice spellcasters use to appear more skilled than they actually are. You create one of the following magical effects: As part of the action used to cast this spell, you can make an attack with a weapon against one creature within the weapon's range, otherwise the spell fails. You can use your spellcasting attack modifier for the attack. You gain proficiency with one tool of your choice. This effect lasts for 10 minutes or until you use this spell again.","properties":{"Category":"Spells","Level":0,"School":"divination","Expansion":32309,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Varies (see ○)"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Wild Hunt","description":"While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant. For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature’s choice), and its Armor Class increases by 1. When this spell ends, a creature affected by it suffers one level of exhaustion.","properties":{"Category":"Spells","Level":7,"School":"enchantment","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wild Shield","description":"You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge. Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels wild shield can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Abjuration (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wild Shield","description":"You surround yourself with the forces of chaos. Wild lights and strange sounds surround you, making stealth impossible. While wild shield is active, you can spend a reaction to absorb a spell that targets you or whose area of effect you are within. An absorbed spell has no effect, but absorbing a spell causes a chaos magic surge as if you had cast a spell, with you as the caster for all magic surge effects. Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to absorb a spell whose level exceeds the spell levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level – the levels wild shield can still absorb. If the check succeeds, the spell is absorbed; if the check fails, the spell takes its full effect. The chaos magic surge happens regardless of whether the spell is absorbed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can absorb 1 additional spell level for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"Abjuration (Chaos)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wild Shield","description":"4th-Level Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge. Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels wild shield can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.","properties":{"Category":"Spells","Level":4,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wild Trajectory","description":"You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target; on a 2, it diverts 45 degrees to the right; on a 3, it diverts 90 degrees to the right; on a 4, it diverts 135 degrees to the right; on a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell); on a 6, the spell diverts 45 degrees to the left; on a 7, it diverts 90 degrees to the left; on an 8, it diverts 135 degrees to the left. A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating. A targeted spell will strike the first viable target it encounters along its new trajectory.","properties":{"Category":"Spells","Level":7,"School":"Transmutation (chaos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wild Trajectory","description":"7th-Level Transmutation Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target; on a 2, it diverts 45 degrees to the right; on a 3, it diverts 90 degrees to the right; on a 4, it diverts 135 degrees to the right; on a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell); on a 6, the spell diverts 45 degrees to the left; on a 7, it diverts 90 degrees to the left; on an 8, it diverts 135 degrees to the left. A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating. A targeted spell will strike the first viable target it encounters along its new trajectory.","properties":{"Category":"Spells","Level":7,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"100 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wildfire","description":"8th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute You create a magical fire that fills ten 5-foot cubes on the ground, which you can arrange as you wish within range. Each cube you place must have a face adjacent to the face of another cube. On each of your turns after you cast this spell, you can use a bonus action to expand the area of the fire by up to ten additional 5-foot cubes that each have a face adjacent to the face of another cube of fire. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When a creature moves into the area of fire for the first time or starts its turn there, it must make a Dexterity saving throw. It takes 8d8 fire damage on a failed save, or half as much on a successful save.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"fire","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wilting Breath","description":"Necromancy cantrip Casting time: 1 action Range: 30 feet Components: v, s Duration: 1 minute You cause the breath of one creature to become distractingly awful. The target must succeed on a charisma saving throw or it takes 1d6 poison damage and has disadvantage on the next charisma check it makes to influence another creature before the spell ends. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"necromancy","Components":"V, S","Damage Type":"posion","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Wind Lash","description":"Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Evocation","Expansion":5764,"Components":"V, S","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wind Lash","description":"Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"Evocation (Elemental)","Components":"V S","Damage Type":"Slashing","Casting Time":"1 action","data-RangeAoe":"20 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wind Lash","description":"Evocation Cantrip Casting Time: 1 action Range: 20 feet Components: V, S Duration: Instantaneous Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Spells","Level":0,"School":"evocation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wind of the Hereafter","description":"8th-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a vial of air from a tomb) Duration: Concentration, up to 10 minutes You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe. The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"conjuration","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wind Of The Hereafter","description":"You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe. The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).","properties":{"Category":"Spells","Save":"Constitution","Level":8,"School":"Conjuration","Expansion":5764,"Components":"V, S, M","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wind Tunnel","description":"You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage. The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.=","properties":{"Category":"Spells","Level":1,"School":"Evocation (Elemental)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ⇧)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wind Tunnel","description":"You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage. The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.","properties":{"Category":"Spells","Level":1,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wind Tunnel","description":"1st-Level Evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a paper straw) Duration: Concentration, up to 1 minute You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage. The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.","properties":{"Category":"Spells","Level":1,"School":"evocation","Components":"V, S, M","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wind Walk","description":"You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.","properties":{"Category":"Spells","Name":"Wind Walk","Level":6,"Range":"30 feet","School":"Transmutation","Target":"You and up to ten willing creatures you can see within range","Classes":"Druid","Duration":"8 hours","Material":"Fire and holy water","data-List":"false","Components":"V S M","Casting Time":"1 minute","data-CastNum":4,"data-RangeNum":30,"data-DurationNum":12,"data-description":"You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.<br />If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wind Walk","description":"6th-Level Transmutation Casting Time : 1 minute Rang e: 30 feet Components: V, S, M (fire and holy water) Duration : 8 hours You and up to ten willing creatures you can see within range assume a g⁠aseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.","properties":{"Category":"Spells","Name":"Wind Walk","Level":6,"School":"Transmutation","Components":"V S M","Casting Time":"1 minute","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wind Walk","description":"Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover ; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning , Piercing , and Slashing damage . The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.","properties":{"Category":"Spells","School":"Transmutation","Name":"Wind Walk","Level":6,"Casting Time":"1 minute","Components":"V S M"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wind Walk","description":"Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.","properties":{"Category":"Spells","School":"Transmutation","Classes":"Druid","Expansion":33335,"data-List":"false","filter-Tags":"Buff","Spell Attack":"None","filter-Level":6,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"8 hours","data-datarecords":"[{\"name\":\"Wind Walk\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wind Walk\\\",\\\"description\\\":\\\"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\\\\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Transmutation\\\",\\\"castingTime\\\":\\\"1 minute\\\",\\\"range\\\":\\\"30 feet\\\",\\\"duration\\\":\\\"8 hours\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a candle\\\"}}\"},{\"name\":\"Wind Walk Condition\",\"parent\":\"Wind Walk\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Wind Walk\\\",\\\"description\\\":\\\"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud.\\\"}\"},{\"name\":\"Wind Walk Fly Speed\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Fly\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":300}}\"},{\"name\":\"Wind Walk Prone Immunity\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Prone\\\"}\"},{\"name\":\"Wind Walk Bludgeoning Resistance\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Wind Walk Piercing Resistance\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Wind Walk Slashing Resistance\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Wind Walk Solid Form Action\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Wind Walk - Solid Form\\\",\\\"description\\\":\\\"Reverting takes 1 minute, during which the target has the Stunned condition.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Wind Walk Cloud Form Action\",\"parent\":\"Wind Walk Condition\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Wind Walk - Cloud Form\\\",\\\"description\\\":\\\"Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"1 min","filter-Concentration":"No","Name":"Wind Walk","data-description":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\nIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","Level":6,"Casting Time":"1 minute","Duration":"8 hours","Range":"30 feet","Components":"V S M","Material":"a candle","data-CastNum":4,"data-DurationNum":12,"data-RangeNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wind Wall","description":"3rd-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration : Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects⁠ can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows⁠, bolts, and other ordinary projectiles launched at targets⁠ behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in g⁠aseous form can’t pass through it.","properties":{"Category":"Spells","Name":"Wind Wall","Save":"Strength","Level":3,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Bludgeoning","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wind Wall","description":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows , bolts , and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.","properties":{"Category":"Spells","Name":"Wind Wall","Level":3,"Range":"120 feet","School":"Evocation","Target":"The ground at a point you choose within range","Classes":"Druid, Ranger","Duration":"Up to 1 minute","Material":"A tiny fan and a feather of exotic origin","data-List":"false","Components":"V S M","Casting Time":"1 action","data-CastNum":2,"Concentration":"Yes","data-RangeNum":120,"data-DurationNum":3,"data-description":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.<br />When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br />The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wind Wall","description":"Level 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw , taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows , bolts , and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.","properties":{"Category":"Spells","School":"Evocation","Name":"Wind Wall","Level":3,"Casting Time":"Action","Components":"V S M","Save":"Strength","Damage Type":"Bludgeoning","data-RangeAoe":"120 ft (50 feet long, 10 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wind Wall","description":"Level 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.","properties":{"Category":"Spells","School":"Evocation","Classes":"Druid, Ranger","Expansion":33335,"data-List":"false","filter-Tags":"Utility, Strength Save, Bludgeoning Damage","Spell Attack":"None","filter-Level":3,"filter-Range":"Far (more than 60 feet)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"1 min","data-datarecords":"[{\"name\":\"Wind Wall\",\"level\":\"3\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wind Wall\\\",\\\"description\\\":\\\"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\\\\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\\\\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.\\\",\\\"level\\\":3,\\\"school\\\":\\\"Evocation\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"120 feet\\\",\\\"duration\\\":\\\"Concentration, up to 1 minute\\\",\\\"concentration\\\":true,\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true,\\\"material\\\":true,\\\"materialDescription\\\":\\\"a fan and a feather\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"50 feet long, 10 feet high*\\\"}}\"},{\"name\":\"Wind Wall Attack\",\"parent\":\"Wind Wall\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Wind Wall\\\",\\\"description\\\":\\\"When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"onFail\\\":\\\"Takes 4d8 Bludgeoning damage.\\\",\\\"onSucceed\\\":\\\"Half as much damage.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Wall\\\",\\\"size\\\":\\\"50 feet long, 10 feet high*\\\"}}\"},{\"name\":\"Wind Wall Damage\",\"parent\":\"Wind Wall Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Components":"Verbal, Somatic, Material","filter-Casting Time":"Action","filter-Concentration":"Yes","Name":"Wind Wall","data-description":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.","Level":3,"Casting Time":"Action","Concentration":"Yes","Duration":"up to 1 minute","Range":"120 feet","Components":"V S M","Material":"a fan and a feather","data-CastNum":2,"data-RangeNum":120,"Save":"Strength","Damage":"4d8","Damage Type":"Bludgeoning","data-RangeAoe":"120 ft (50 feet long, 10 feet high* ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Windblown","description":"4th-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a pinch of quail down) Duration: concentration, up to 1 minute A blast of air forms beneath a creature you can see within range, launching the creature into the air. If the target isn’t somehow anchored to the ground, it is thrown up to 60 feet into the air. It can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the launch. If some solid object (such as a ceiling) is encountered on the way up, the target strikes the object and takes falling damage just as if it had fallen the same distance. If the target reaches the full height of 60 feet without striking anything, it remains buoyant, bobbing in the air, for the duration and can be blown along with the prevailing wind. When the spell ends, the target falls to the ground, taking falling damage as normal. This spell has no effect against a creature with a flying speed.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Winding Key","description":"You target a construct, giving it an extra action or move on each of its turns","properties":{"Category":"Spells","Level":2,"School":"Transmutation (Clockwork)","Components":"V M","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wings of Retribution","description":"3rd-level evocation Casting time: 1 action Range: self Components: v, s Duration: instantaneous Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks. When you land at your destination, each hostile creature within 10 feet of you must make a strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 and the radius increases by 5 feet for every two slot levels above 3rd.","properties":{"Category":"Spells","Save":"Strength","Level":3,"School":"evocation","Components":"V, S","Damage Type":"radiant","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Wings of the Phoenix","description":"Tier 3 fire au gmentation Casting Time: 1 action Base Favor Cost: 2 Range: Self Components (Required): V, S Resonances: You are in a very dry or flammable location such as somewhere it has not rained for at least a week or inside of a wooden palace (1 bonus favor), it is sunrise, sunset, or noon (1 bonus favor) Duration: 1 minute Effects: You speak words of fiery power, and torrents of flame converge behind you, amplifying your power. For the duration of the invocation, triple your jump distance and do not suffer falling damage. Additionally, you have advantage on your multitarget invocation attacks. Empowerments You can spend favor for the following empowerments of this i nvocation: 1+ favor: Increase the flying speed this invocation grants you by +5 feet per favor spent this way. 1+ favor: Choose one other willing creature within 10 feet per favor spent this way. Each of those targets also gains the benefits of this invocation and its empowerments for the same duration. 2 favor: You shield yourself in protective flames, gaining resistance to cold and fire damage for the duration. 2 favor: You rise into the sky on wings of flame. For the duration of the invocation, you gain a flying speed equal to two times your walking speed. 3 favor: This invocation’s duration is increased to 10 minutes. 4 favor: For the invocation’s duration, you can use a bonus action on your turn to perform the searing barricade invocation. You gain 2 additional favor to spend on this invocation’s empowerments, which are lost if not spent.","properties":{"Category":"Spells","Level":3,"School":"fire augmentation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Winter Flower","description":"6th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a crystal flower) Duration: 24 hours You cause a Tiny white flower to sprout at a point on the ground you can see within range. The flower has an AC of 15, 1 hit point, vulnerability to fire damage, and immunity to cold damage. During the spell’s duration, you can use a bonus action to command it to explode in a shower of ice. Alternatively, the flower will explode if it is reduced to 0 hit points. When the flower explodes, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 cold damage, or half as much on a successful one. The flower withers and dies if it doesn’t explode within 24 hours. If you cast this spell again while it is active, you can maintain the flower’s existence for another 24 hours. You can create a permanent flower by casting this spell on the same flower for seven days.","properties":{"Category":"Spells","Save":"Dexterity","Level":6,"School":"evocation","Expansion":26275,"Components":"V, S, M","Damage Type":"cold","Casting Time":"1 action"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Winter's Radiance","description":"When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Evocation (winter)","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"400 ft. (30 ○)"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Winter's Radiance","description":"6th-Level Evocation Casting Time: 1 action Range: 400 feet (30-foot cube) Components: V, S, M (a piece of polished glass) Duration: Concentration, up to 1 minute When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area, and the temperature drops precipitously. A creature in the area must make a Constitution saving throw, taking 4d8 cold damage and being blinded for the duration on a failed save or half as much damage with no additional effect on a successful one. Creatures possessing Sunlight Sensitivity have disadvantage on their save. If any of this spell’s area overlaps with an area of darkness created by a spell of 6th level or lower, the spell that created the darkness is dispelled.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"400 ft (30 ft □)"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Winter's Radiance","description":"When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off of fresh snow blankets the area. Creatures caught in the spell’s area of effect must succeed on a Constitution saving throw or suffer disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, affected creatures suffer such hampered vision that foes they target are treated as having three-quarters cover.","properties":{"Category":"Spells","Level":6,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"400 ft (30 ○)"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Winterdark","description":"This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment. As a bonus action, you can move the center of the effect 20 feet.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"Transmutation (winter)","Expansion":5764,"Components":"V, S","Damage Type":"Cold","Casting Time":"1 action","data-RangeAoe":"120 ft."},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Winterdark","description":"6 th- level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Up to 1 hour Classes: Druid, Sorcerer, Warlock, Wizard This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment. As a bonus action, you can move the center of the effect 20 feet.","properties":{"Category":"Spells","Save":"Constitution","Level":6,"School":"transmutation","Components":"V, S","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Winters Fur","description":"Winter’s Fur 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, M (piece of mammoth fur) Duration: Concentration, up to 1 hour You and up to seven willing creatures in range are suddenly covered in a thick, warm fur of a color of your choice. The fur protects against wind, water, and snow and grants resistance to non-magical cold damage. When the duration ends all of the fur falls off in floating clumps.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Wintry Glide","description":"Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails. If the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.","properties":{"Category":"Spells","Level":4,"School":"Conjuration (winter)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wintry Glide","description":"4th-Level Conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails. If the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.","properties":{"Category":"Spells","Save":"Constitution","Level":4,"School":"conjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wish","description":"Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower . You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice. • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. • You grant up to ten creatures that you can see resistance to a damage type you choose. • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit , or a friend's failed save. You can force the reroll to be made with advantage or disadvantage , and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest , you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.","properties":{"Category":"Spells","Name":"Wish","Level":9,"Range":"Self","School":"Conjuration","Target":"Self","Classes":"Sorcerer, Wizard","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":-8,"data-DurationNum":0,"data-description":"Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.<br />The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.<br />Alternatively, you can create one of the following effects of your choice:<br />You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.<br />You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.<br />You grant up to ten creatures that you can see resistance to a damage type you choose.<br />You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.<br />You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.<br />You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.<br />The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wish","description":"9th-Level Conjuration Casting Time : 1 action Rang e: Self Components: V Duration : Instantaneous Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit points⁠, and you end all effects on them described in the greater restoration spell. You grant up to ten creatures that you can see resistance⁠ to a damage type you choose. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack⁠. You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell⁠ until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.","properties":{"Category":"Spells","Name":"Wish","Level":9,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wish","description":"Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components . The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points , and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit . You can force the reroll to be made with Advantage or Disadvantage , and you choose whether to use the reroll or the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.","properties":{"Category":"Spells","School":"Conjuration","Name":"Wish","Level":9,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wish","description":"Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Sorcerer, Wizard","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":9,"filter-Range":"Self","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Wish\",\"level\":\"9\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Wish\\\",\\\"description\\\":\\\"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\\\\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\\\\nAlternatively, you can create one of the following effects of your choice:\\\\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\\\\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\\\\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\\\\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\\\\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\\\\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\\\\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\\\\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.\\\",\\\"level\\\":9,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"Self\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Wish","data-description":"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\nAlternatively, you can create one of the following effects of your choice:\nObject Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\nInstant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\nResistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\nSpell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\nSudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\nRoll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\nReshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\nThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.","Level":9,"Casting Time":"Action","Duration":"Instantaneous","Range":"Self","Components":"V","data-CastNum":2,"data-DurationNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Witch Bolt","description":"1st-Level Evocation Casting Time : 1 action Rang e: 3 0 feet Components: V, S, M (a twig from a tree that has been struck by lightning) Duration : Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack⁠ against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.","properties":{"Category":"Spells","Name":"Witch Bolt","Level":1,"School":"Evocation","Expansion":5,"Components":"V S M","Damage Type":"Lightning","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Witch Bolt","description":"Level 1 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a twig struck by lightning) Duration: Concentration, up to 1 minute A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage . On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Evocation","Name":"Witch Bolt","Level":1,"Casting Time":"Action","Components":"V S M","Damage Type":"Lightning"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wither and Bloom","description":"2nd-Level Necromancy Casting Time : 1 action Rang e: 60 feet Components: V, S, M (a withered vine twisted into a loop) Duration : Instantaneous You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.","properties":{"Category":"Spells","Level":2,"School":"Necromancy","Expansion":12501,"Components":"V, S, M","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Wither Limb","description":"You hinder your enemy’s movement, or their combat abilities, or both. Choose a creature that you can see within range and the creature’s arms or feet. The target creature must make a Constitution saving throw. If you choose its arms, on a failed save, the target creature gains disadvantage on attack rolls and ability checks that require the use of an arm. If you cast this spell again on the same creature’s arms and the target fails the saving throw a second time while under the effect of the same spell, the target creature loses the function of their arms entirely. If you choose a leg, on a failed save, the target creature’s movement speed is halved. If you cast this spell again on the same creature’s feet and the target fails the saving throw a second time while under the effect of the same spell, the target creature loses the function of their leg and becomes restrained. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target","properties":{"Category":"Spells","Level":3,"School":"necromancy","Expansion":17604,"Components":"V, S, M ","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Withered Sight","description":"You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"Necromancy","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Withered Sight","description":"1st-Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a dried lizard’s eye) Duration: Concentration, up to 1 minute You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Withering Grip","description":"You unleash a bolt of antimatter from your hands at a target within range. Make a ranged channeling attack. On a hit, the target takes 4d8 necrotic damage and must make a successful Wisdom saving throw or become frightened of you until the start of your next turn. At Higher Ranks. When you use this power at rank 4 or higher, the damage increases by 1d8 for each rank above 3.","properties":{"Category":"Spells","Save":"Wisdom","Level":3,"School":"Alteration","Expansion":27051,"Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Withering Smite","description":"Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage. If the target of that attack was a creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon’s hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn’t increase.","properties":{"Category":"Spells","Level":1,"School":"Necromancy (apocalypse)","Expansion":5764,"Components":"V","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Withering Smite","description":"1st-level necromancy Casting time: 1 bonus action Range: self Components: v Duration: concentration, up to 1 minute Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage. If the target of that attack was a creature, it must make a successful constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon’s hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn’t increase.","properties":{"Category":"Spells","Save":"Constitution","Level":1,"School":"necromancy","Components":"V","Damage Type":"necrotic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Withstand","description":"You fortify a creature’s resistance against weaponry. Until the end of your next turn, bludgeoning, piercing, and slashing damage that the touched creature takes from nonmagical weapons is reduced by 5.","properties":{"Category":"Spells","Level":0,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Witness","description":"Witness Requirements: Level 9 Casting Time: 1 action Range: touch (the Likeness) Duration: special Cost: 1 WP per minute for 1 sense in your mind’s eye, 1 WP for each additional sense for the entire duration, 1 WP to let others witness with you for the entire duration. By concentrating on a Likeness you have created you can observe the depicted place or person, allowing you to spy on it. The cost depends on the number of senses involved and whether you observe the target in your mind’s eye only or make its actions visible for others observing the likeness with you.","properties":{"Category":"Spells","Level":1,"School":"–","Components":"M","Casting Time":"1 action","data-RangeAoe":"touch (the ○)"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Woe and Weal","description":"2nd-level (hag) enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 18 seconds (3 rounds) When a hag casts this spell she shouts to the moon, in Sylvan, for it to grant her woe and weal. Every living creature, with an Intelligence higher than 3, within 60 feet of the caster, to include the caster, must make a Charisma saving throw. Those that succeed add a + d4 to every die roll until the end of their turn and their eyes burn with a bright teal light. Those that fail their saving throw subtract a - d4 from every die roll and their eyes burn with a brown red light. If the hag that cast this spell fails her saving throw, then the spell ends and she is stunned until the beginning of her next turn. Each creature, including the caster, within 60 feet of the caster rolls another saving throw at the beginning of each new round until the spell ends. Hags will sometimes refer to this gamble as, “rolling the moon.” Certain disputes between hag covens are resolved with this spell. Whichever coven gets the most weal results wins the dispute. Sometimes the results are honored and sometimes not.","properties":{"Category":"Spells","Level":2,"School":"(hag) enchantment","Components":"V","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Wolfsong","description":"You let out a howl that can be heard up to 5 miles away outdoors. The howl can convey a message of up to nine words, and it will be understood by all canine creatures within hearing and up to one specific creature that you name during the casting. The range of hearing is 3 miles for creatures that are indoors or 1 mile underground. No creature is compelled to do anything by the message; beasts with low intelligence are unlikely to take any action unless they're innately curious or feel threatened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can name another specific recipient for every slot above 2nd.","properties":{"Category":"Spells","Level":1,"School":"Transmutation (Rune)","Components":"V","Casting Time":"1 action"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wolfsong","description":"You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell. If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wolfsong","description":"1st-Level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell. If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wondrous Ward","description":"You extend your hand and trace the symbol of DexMya in the air. Until the end of your next turn, you have resistance against lightning, psychic, and thunder damage and advantage on saving throws against spells and other magical effects.","properties":{"Category":"Spells","Level":0,"School":"Abjuration","Components":"V, S","Casting Time":"1 action"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Woodland Walk","description":"3rd-level transmutation Casting time: 1 action Range: touch Components: v, s, m (a twig from a dryad’s tree) Duration: concentration, up to 1 hour You touch a willing creature. Difficult terrain composed of nonmagical plants doesn’t cost the target extra movement. In addition, the target can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.","properties":{"Category":"Spells","Level":3,"School":"transmutation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Word of Misfortune","description":"You hiss a word of Void Speech. Choose one creature you can see within range. The next time the creature makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"void","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Word Of Misfortune","description":"You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.","properties":{"Category":"Spells","Level":0,"School":"Enchantment (void)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Word of Radiance","description":"Evocation Cantrip Casting Time : 1 action Rang e: 5 feet Components: V, M (a holy symbol) Duration : Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","properties":{"Category":"Spells","Save":"Constitution","Level":0,"School":"Evocation","Expansion":6,"Components":"V M","Damage Type":"Radiant","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Word of Radiance","description":"Evocation Cantrip (Cleric) Casting Time: Action Range: Self Components: V, M (a sunburst token) Duration: Instantaneous Burning radiance erupts from you in a 5-foot Emanation . Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage . Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","properties":{"Category":"Spells","School":"Evocation","Name":"Word of Radiance","Level":0,"Casting Time":"Action","Components":"V M","Save":"Constitution","Damage Type":"Radiant","data-RangeAoe":"Self (5 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Word of Recall","description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity . If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.","properties":{"Category":"Spells","Name":"Word of Recall","Level":6,"Range":"5 feet","School":"Conjuration","Target":"You and up to five willing creatures within 5 feet of you","Classes":"Cleric","Duration":"Instantaneous","data-List":"false","Components":"V","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":5,"data-DurationNum":0,"data-description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.<br />You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.","data-RangeAoe":"5 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Word of Recall","description":"6th-Level Conjuration Casting Time : 1 action Rang e: 5 feet Components: V Duration : Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport⁠ to a previously designated sanctuary⁠. You and any creatures that teleport⁠ with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary⁠ (see below). If you cast this spell without first preparing a sanctuary⁠, the spell has no effect. You must designate a sanctuary⁠ by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.","properties":{"Category":"Spells","Name":"Word of Recall","Level":6,"School":"Conjuration","Components":"V","Casting Time":"1 action","data-RangeAoe":"5 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Word of Recall","description":"Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.","properties":{"Category":"Spells","School":"Conjuration","Name":"Word of Recall","Level":6,"Casting Time":"Action","Components":"V"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Word of Recall","description":"Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.","properties":{"Category":"Spells","School":"Conjuration","Classes":"Cleric","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":6,"filter-Range":"Close (30 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"Instantaneous","data-datarecords":"[{\"name\":\"Word of Recall\",\"level\":\"6\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Word of Recall\\\",\\\"description\\\":\\\"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\\\\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.\\\",\\\"level\\\":6,\\\"school\\\":\\\"Conjuration\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"5 feet\\\",\\\"duration\\\":\\\"Instantaneous\\\",\\\"components\\\":{\\\"verbal\\\":true}}\"}]","filter-Components":"Verbal","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Word of Recall","data-description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\nYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","Level":6,"Casting Time":"Action","Duration":"Instantaneous","Range":"5 feet","Components":"V","data-CastNum":2,"data-DurationNum":0,"data-RangeNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Word of Unmaking","description":"Transmutation cantrip Casting time: 1 minute Range: touch Components: v, s, m (a chisel) Duration: instantaneous This spell destroys one tiny, nonmagical object you touch, such as a key, a dagger, or a tankard. The object must weigh less than 2 pounds and be no larger than 1 foot in any dimension. If the object you touch is a container, the contents within it spill out as the container dissolves. This spell has no effect on objects made at least partially of mithral or adamantine, and it has no effect on an object held, worn, or carried by another creature.","properties":{"Category":"Spells","Level":0,"School":"transmutation","Components":"V, S, M","Casting Time":"1 minute"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Word of Warning","description":"3rd-level abjuration Casting time: 1 action Range: 30 feet Components: v, s Duration: concentration, up to 1 minute You use a creature’s name to bind its will, reducing its effectiveness against you. Choose a creature you can see within range. You must speak at least one name to which the target will answer or with which the target identifies, though you need not know its language. The name can’t be vague, like “ogre,” but it doesn’t have to be the creature’s actual name. For example, the local legend name of “ol’ gold eye” for an ogre with a golden false eye can suffice, if the target often identifies itself as such, if the target is accustomed to answering to the name, or if the name is regularly used by others to define the target. The target must make a charisma saving throw. On a failed save, it has disadvantage on attack rolls against you, and you have advantage on saving throws against its spells and abilities until the spell ends. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you can allow one friendly creature to be included in the benefits of this spell against the target for each slot level above 3rd. You and each of the friendly creatures you want to include must be within 30 feet of each other when you cast this spell.","properties":{"Category":"Spells","Save":"Charisma","Level":3,"School":"abjuration","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Words of Discouragement","description":"Words of Discouragement 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Class: Bard, Warlock, Wizard You launch a diatribe against a creature you can see within range, listing its shortcomings and failures and attempting to rouse its insecurities. If the creature can hear you and understands a language (though it need not understand you specifically), it must make a Wisdom saving throw . On a failed save, it takes 2d8 psychic damage and becomes timorous for 1 minute or until it succeeds on an ability check or attack roll. On a successful save, a creature takes half as much damage and doesn’t become timorous. A timorous creature makes ability checks and attack rolls with disadvantage and, if it rolls a 1 on the d20 for any of these rolls, it takes 2d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Spells","Save":"Wisdom","Level":1,"School":"enchantment","Components":"V","Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Words of Gravity","description":"As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you discern a perfect manner in which to attack the creature. The next time another creature (other than you) attacks the target creature with a weapon attack, the attack deals additional force damage equal to your spellcasting ability modifier if the attack hits. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target, and the additional force damage on the next attack increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.","properties":{"Category":"Spells","Level":0,"School":"divination","Components":"V, M","Damage Type":"force","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"World Breaker","description":"World Breaker 4th-level evocation (druid, ranger) Casting Time: 1 action Range: 90 feet (30-foot cone) Components: V, S Duration: Instantaneous You destroy your surroundings to break your foes. You rip a 5-foot by 5-foot cube of nonmagical terrain from the ground and hurl it at a point you can see within range, where it shatters in a 30-foot cone extending away from you. Each creature in the area must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage and be pushed 15 feet in a straight line away from you.","properties":{"Category":"Spells","Save":"Dexterity","Level":4,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"90 ft (30 ft ▽)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Worldseek","description":"This spell reveals the path to the nearest planet to you. For the duration, you know the direction and the distance to the nearest planet, planetoid, or moon. If you cast this spell while you're on a planet, planetoid, or moon, the spell fails.","properties":{"Category":"Spells","Level":1,"School":"divination","Expansion":9634,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Wotan's Rede","description":"You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to an augury. At Higher Levels. When casting Wotan's rede with a spell slot of 4th level, it provides advice equivalent to divination. When casting with a 5th-level spell slot, the spell provides advice equivalent to a single answer from commune. When casting with a 6th-level spell slot, Wotan's rede provides advice equivalent to three answers from contact other plane.","properties":{"Category":"Spells","Level":2,"School":"Divination (Ritual; Rune)","Components":"V S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wound Surge","description":"2nd-level necromancy Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous You speak a profane word, causing the wounds on nearby creatures to worsen. Choose up to two creatures you can see within range that don’t have all their hit points. Each target must make a wisdom saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you say a target’s name as part of casting this spell, and the target fails the saving throw, that target is also stunned until the end of its next turn. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.","properties":{"Category":"Spells","Save":"Wisdom","Level":2,"School":"necromancy","Components":"V, S","Damage Type":"necrotic","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Wrack","description":"3rd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (the preserved spinal cord and peripheral nerves of an animal) Duration: Instantaneous You create an instantaneous psychic link with a creature you can see within range, sending waves of physical and emotional pain coursing through its body and mind. That creature must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned until the end of your next turn. On a successful saving throw, the creature takes half damage and is sickened until the start of its next turn instead. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 2d8 per spell level beyond 3rd.","properties":{"Category":"Spells","Save":"Intelligence","Level":3,"School":"enchantment","Components":"V, S, M","Damage Type":"psychic and stunned until the start of its next turn","Casting Time":"1 action","data-RangeAoe":"60 ft."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Wrath of Nature","description":"5th-Level Evocation Casting Time : 1 action Rang e: 120 feet Components: V, S Duration : Concentration, up to 1 minute You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.","properties":{"Category":"Spells","Level":5,"School":"Evocation","Components":"V S","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wrathful Smite","description":"1st-Level Evocation Casting Time : 1 bonus action Rang e: Self Components: V Duration : Concentration, up to 1 minute The next time you hit with a melee weapon ⁠attack during this spell’s duration⁠, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.","properties":{"Category":"Spells","Name":"Wrathful Smite","Save":"Wisdom","Level":1,"School":"Evocation","Expansion":5,"Components":"V","Damage Type":"Psychic","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wrathful Smite","description":"Level 1 Necromancy (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Range: Self Component: V Duration: 1 minute The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.","properties":{"Category":"Spells","School":"Necromancy","Name":"Wrathful Smite","Level":1,"Casting Time":"Bonus Action","Components":"V","Save":"Wisdom","Damage Type":"Necrotic"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wreck","description":"5th-level evocation Casting time: 1 action Range: 60 feet Components: v, s Duration: instantaneous A dozen giant, spectral fists appear and pummel creatures, structures, and objects in a 10-foot cube centered on a point you can see within range. Each creature in the area must make a strength saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Any nonmagical structure and any nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 5 feet for each slot level above 5th.","properties":{"Category":"Spells","Save":"Strength","Level":5,"School":"evocation","Components":"V, S","Damage Type":"bludgeoning","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Wresting Wind","description":"By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Evocation","Expansion":5764,"Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Wresting Wind","description":"By blowing a pinch of confetti from your cupped hand, you create a burst of air that can tear weapons out of the hands of your enemies. Each enemy within 20 feet of the point you target must make a successful Strength saving throw or drop everything held in their hands. The objects land 10 feet away from the creatures who dropped them, in a random direction.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"Evocation (Battle)","Components":"V S M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Wresting Wind","description":"2nd-Level Evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of paper confetti) Duration: Instantaneous By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.","properties":{"Category":"Spells","Save":"Strength","Level":2,"School":"evocation","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"90 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wristpocket","description":"Roll20 Note: This spell requires the Dungeon Master's consent and is typically reserved for the Chronurgy and Graviturgy Wizard Schools of Magic. 2nd-Level Conjuration Casting Time : 1 action Rang e: Self Components: S Duration : Concentration, up to 1 hour You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.","properties":{"Category":"Spells","Level":2,"School":"Conjuration","Expansion":5016,"Components":"S","Casting Time":"1 action"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wristpocket","description":"2nd-level conjuration (ritual) Casting Time : 1 action R ange: Self Com ponents: S Duration: Concentration, up to 1 hour You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.","properties":{"Category":"Spells","Level":2,"School":"conjuration","Expansion":29448,"Components":"S","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Write Memory","description":"You copy your memories, or those learned from the spell read memory, onto an empty memory gear.","properties":{"Category":"Spells","Level":4,"School":"Transmutation (Clockwork)","Components":"V S M","Casting Time":"1 hour","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Writhing Arms","description":"Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically. Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Expansion":5764,"Components":"V, S","Damage Type":"Necrotic","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Writhing Arms","description":"1st-Level Transmutation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Concentration, up to 1 minute Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically. Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Writhing Arms","description":"Your arms become constantly writhing tentacles. For the duration of this spell, you can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically. Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"10 feet"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Writhing Storm","description":"You create a 20-foot radius writhing mass of electrical energy centered on a point you choose within range. The mass spreads around corners. It lasts for the duration until dismissed or unraveled. Its swirling, crackling area is filled with a dark mist, making it heavily obscured. When the mass appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there. The mass moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.","properties":{"Category":"Spells","Save":"Dexterity","Level":8,"School":"Elemental","Expansion":27051,"Damage Type":"lightning","Casting Time":"1 action"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Yarila's Bounty","description":"The sun’s life-giving energy heals and sustains your body. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight; 30 minutes or more of exposure also provides a day’s normal nourishment. In dim light, the spell’s healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell’s effect entirely. While in sunlight, the target can ignore 1 level of exhaustion (the level is only temporarily removed). Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.","properties":{"Category":"Spells","Level":5,"School":"transmutation","Expansion":16,"Components":"V S","Casting Time":"1 action","data-RangeAoe":"Touch"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Yellow Sign","description":"You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw. A successful remove curse spell ends both effects.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"Enchantment (mythos)","Expansion":5764,"Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Yellow Sign","description":"4th-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1d10 hours You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw. A successful remove curse spell ends both effects.","properties":{"Category":"Spells","Save":"Wisdom","Level":4,"School":"enchantment","Components":"V, S","Casting Time":"1 action","data-RangeAoe":"30 feet"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Yolande's Regal Presence","description":"Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: Self Component: V, S, M (a miniature tiara) Duration: Concentration, up to 1 minute You surround yourself with unearthly majesty in a 10-foot Emanation . Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw . On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.","properties":{"Category":"Spells","School":"Enchantment","Name":"Yolande's Regal Presence","Level":5,"Casting Time":"Action","Components":"V S M","Save":"Wisdom","Damage Type":"Psychic","data-RangeAoe":"Self (10 ft ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Zephyr Strike","description":"1st-Level Transmutation Casting Time : 1 action Rang e: Self Components: V Duration : Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.","properties":{"Category":"Spells","Level":1,"School":"Transmutation","Components":"V","Damage Type":"Force","Casting Time":"1 bonus action","data-RangeAoe":"Self"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Zephyr's Feather","description":"1st-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (a dove’s feather) Duration: Concentration, up to 1 minute You wave your hand and three alabaster feathers, magically sharpened to a razor’s edge, appear and orbit around you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make an attack using a feather on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, up to a maximum of 6d8. You gain an additional two feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and two more when you cast it using a spell slot of 5th level or higher (7 feathers).","properties":{"Category":"Spells","Level":1,"School":"conjuration","Expansion":26275,"Components":"V, S, M","Damage Type":"slashing","Casting Time":"1 action","data-RangeAoe":"Self"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Zip","description":"1st-level transmutation Casting time: 1 bonus action Range: self Components: v Duration: instantaneous You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.","properties":{"Category":"Spells","Level":1,"School":"transmutation","Components":"V","Casting Time":"1 bonus action"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Zippit!","description":"","properties":{"Category":"Spells","Level":3,"School":"biomancy* (*can be replaced with transmutation)","Expansion":23695,"Components":"V, S","Damage Type":"slashing","Casting Time":"1 reaction, which you take when a creature within range vocalises","data-RangeAoe":"60 feet"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Zone of Communication","description":"6th-level divination (ritual) Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a translation dictionary between two languages that aren’t Common) Duration: Concentration, up to 1 hour You create a magical zone in a 60-foot-radius sphere centered on yourself that makes communication between any language-speaking people possible. The sphere doesn’t remain with you as you move, instead remaining centered on the space you occupied when you cast it. For the duration, any creature fully within the sphere that speaks at least one language can understand any spoken language it hears. The spell translates the intended meaning of what is spoken, not just the literal meaning.","properties":{"Category":"Spells","Level":6,"School":"divination","Components":"V, S, M","Casting Time":"1 action","data-RangeAoe":"Self (60 ft ○)"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Zone of Radiance","description":"5th-level abjuration Casting time: 1 reaction, which you take when you or a friendly creature you can see within 30 feet of you is targeted by an attack, spell, or other effect that causes a disease or deals necrotic damage Range: self (30-foot-radius sphere) Components: v, s Duration: 1 round Your radiant magic blankets you and your allies, preventing corruption and rot. Each friendly creature of your choice within 30 feet of you has resistance to necrotic damage and is immune to disease until the end of your next turn. You gain temporary hit points equal to 10 plus twice the number of creatures affected by this spell. The temporary hit points last until you finish a short rest.","properties":{"Category":"Spells","Level":5,"School":"abjuration","Components":"V, S","Casting Time":"1 reaction, which you take when you or a friendly creature you can see within 30 feet of you is targeted by an attack, spell, or other effect that causes a disease or deals necrotic damage"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Zone of Terror","description":"Drawing on the deepest fears of a group of creatures, you create phantom images in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The images call on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the effect ends for that creature.","properties":{"Category":"Spells","Save":"Wisdom","Level":9,"School":"Psychogenic","Expansion":27051,"Damage Type":"psychic","Casting Time":"1 action","data-RangeAoe":"120 feet"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Zone of Truth","description":"You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.","properties":{"Category":"Spells","Name":"Zone of Truth","Level":2,"Range":"60 feet","School":"Enchantment","Target":"A 15-foot-radius sphere centered on a point of your choice within range","Classes":"Bard, Cleric, Paladin","Duration":"10 minutes","data-List":"false","Components":"V S","Casting Time":"1 action","data-CastNum":2,"data-RangeNum":60,"data-DurationNum":6,"data-description":"You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br />An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Zone of Truth","description":"2nd-Level Enchantment Casting Time : 1 action Rang e: 60 feet Components: V, S Duration : 10 minutes You create a magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.","properties":{"Category":"Spells","Name":"Zone of Truth","Level":2,"School":"Enchantment","Components":"V S","Casting Time":"1 action","data-RangeAoe":"60 feet"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Zone of Truth","description":"Level 2 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw . On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","properties":{"Category":"Spells","School":"Enchantment","Name":"Zone of Truth","Level":2,"Casting Time":"Action","Components":"V S","Save":"Charisma","data-RangeAoe":"60 ft (15 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Zone of Truth","description":"Level 2 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","properties":{"Category":"Spells","School":"Enchantment","Classes":"Bard, Cleric, Paladin","Expansion":33335,"data-List":"false","filter-Tags":"Utility","Spell Attack":"None","filter-Level":2,"filter-Range":"Medium (60 feet or less)","filter-Ritual":"No","filter-Upcast":"No","filter-Duration":"10 min","data-datarecords":"[{\"name\":\"Zone of Truth\",\"level\":\"2\",\"payload\":\"{\\\"type\\\":\\\"Spell\\\",\\\"name\\\":\\\"Zone of Truth\\\",\\\"description\\\":\\\"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\\\\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.\\\",\\\"level\\\":2,\\\"school\\\":\\\"Enchantment\\\",\\\"castingTime\\\":\\\"Action\\\",\\\"range\\\":\\\"60 feet\\\",\\\"duration\\\":\\\"10 minutes\\\",\\\"components\\\":{\\\"verbal\\\":true,\\\"somatic\\\":true},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"15 foot radius\\\"}}\"},{\"name\":\"Zone of Truth Attack\",\"parent\":\"Zone of Truth\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Zone of Truth\\\",\\\"description\\\":\\\"Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Charisma\\\",\\\"onFail\\\":\\\"A creature can't speak a deliberate lie while in the radius.\\\"},\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"15 foot radius\\\"}}\"}]","filter-Components":"Verbal, Somatic","filter-Casting Time":"Action","filter-Concentration":"No","Name":"Zone of Truth","data-description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\nAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","Level":2,"Casting Time":"Action","Duration":"10 minutes","Range":"60 feet","Components":"V S","data-CastNum":2,"data-DurationNum":6,"data-RangeNum":60,"Save":"Charisma","data-RangeAoe":"60 ft (15 ft radius ○)"},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"}]