{"count":1955,"next":null,"previous":"https://api.open5e.com/v2/spells/?format=json&ordering=-ritual&page=39","results":[{"key":"srd-2024_wind-walk","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wind Walk","desc":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","level":6,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a candle","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":["slashing"],"duration":"8 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_wind-wall","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Druid","key":"srd-2024_druid"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wind Wall","desc":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.","level":3,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a fan and a feather","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"4d8","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_wish","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wish","desc":"*Wish* is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\n**_Object Creation._** You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\n**_Instant Health._** You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell.\n\n**_Resistance._** You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\n**_Spell Immunity._** You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\n**_Sudden Learning._** You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\n**_Roll Redo._** You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *Wish* spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\n**_Reshape Reality._** You may wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game.\n\nSimilarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, your wish fails.\n\nThe stress of casting *Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *Wish* ever again if you suffer this stress.","level":9,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"1d10","damage_types":["necrotic"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_word-of-recall","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Word of Recall","desc":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.","level":6,"higher_level":"","target_type":"creature","range_text":"5 feet","range":5,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_zone-of-truth","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Enchantment","key":"enchantment"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"}],"range_unit":"feet","shape_size_unit":"feet","name":"Zone of Truth","desc":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":"sphere","shape_size":15,"concentration":false,"crossreferences":{"to":[]}}]}