{"count":1955,"next":"https://api.open5e.com/v2/spells/?format=json&ordering=material_consumed&page=39","previous":"https://api.open5e.com/v2/spells/?format=json&ordering=material_consumed&page=37","results":[{"key":"srd-2024_wall-of-fire","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":[{"type":"slot_level_5","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"7d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"9d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"10d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Druid","key":"srd-2024_druid"},{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Fire","desc":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","level":4,"higher_level":"The damage increases by 1d8 for each spell slot level above 4.","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 piece of charcoal","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"5d8","damage_types":["fire"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_wall-of-force","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":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Force","desc":"An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","level":5,"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 shard of glass","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_wall-of-ice","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":[{"type":"slot_level_7","damage_roll":"11d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"12d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"13d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Ice","desc":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.","level":6,"higher_level":"The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.","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 piece of quartz","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"10d6","damage_types":["fire","psychic","cold"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_wall-of-stone","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":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Stone","desc":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-footby-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","level":5,"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 cube of granite","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":["psychic"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_wall-of-thorns","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":[{"type":"slot_level_7","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"9d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"10d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Thorns","desc":"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.","level":6,"higher_level":"Both types of damage increase by 1d8 for each spell slot level above 6.","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 handful of thorns","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"7d8","damage_types":["slashing","piercing"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_water-breathing","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"},{"name":"Ranger","key":"srd-2024_ranger"},{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Water Breathing","desc":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a short reed","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_water-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":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Ranger","key":"srd-2024_ranger"},{"name":"Sorcerer","key":"srd-2024_sorcerer"}],"range_unit":"feet","shape_size_unit":"feet","name":"Water Walk","desc":"This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","level":3,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of cork","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_web","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":"Web","desc":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","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":true,"material_specified":"a bit of spiderweb","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"2d4","damage_types":["fire"],"duration":"1 hour","shape_type":"cube","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_weird","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":"Illusion","key":"illusion"},"classes":[{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Weird","desc":"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.","level":9,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"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":"wisdom","attack_roll":false,"damage_roll":"10d10","damage_types":["psychic"],"duration":"1 minute","shape_type":"sphere","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"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":[]}},{"key":"spells-that-dont-suck_befriend","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Enchantment","key":"enchantment"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Befriend","desc":"You ensorcel one creature you can see within range, compelling them to like and trust you. For the duration, you have advantage on Charisma (Persuasion) or Charisma (Deception) checks to interact with the target. Afterward, the target is aware you magically influenced it, and becomes hostile toward you. A violent creature might attack you, while others might spread word of your treachery, summon the authorities, or otherwise attempt to thwart you.","level":0,"higher_level":"","target_type":"creature","range_text":"30 ft","range":30,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"1 copper piece, which the spell consumes","material_cost":"0.01","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_circle-of-protection","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Paladin","key":"srd_paladin"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Circle of Protection","desc":"You draw a 10-foot radius circular glyph upon the ground, which projects upward into a luminous 30-foot tall cylinder. Select one of the following creature types when you draw the glyph: aberrations, celestials, elementals, fey, fiends, or undead. A challenge rating 5 or lower creature of the chosen type can’t willingly move across the cylinder’s boundary. When the creature attempts to make an attack, cast a spell, use teleportation or interplanar travel, or cause any other effect across the boundary, it must first succeed on a Charisma saving throw.\n\nWhenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s casting time becomes 10 minutes for that casting.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the maximum challenge rating of affected creatures increases by 3 for each slot level above 3rd. When you cast this spell using a spell slot of 5th or 6th level, the duration is concentration, up to 12 hours. When cast using a spell slot of 7th or 8th level, the duration is concentration, up to 24 hours. When cast using a 9th-level spell slot, the spell lasts until dispelled, and there is no challenge rating limit on affected creatures.","target_type":"area","range_text":"15 ft","range":15,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a mixture of salt and silver powder worth at least 100gp, which the spell consumes","material_cost":"100.00","material_consumed":true,"target_count":null,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":"cylinder","shape_size":10,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_confinement","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Confinement","desc":"An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. The prison has an AC of 17 and 140 hit points.\n\nA prison in the shape of a cage can be up to 20 feet on a side, is made from 1/2-inch diameter bars spaced a 1/2-inch apart, and provides half cover.\n\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\n\nA creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failed save, the magic fails and has no effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by _dispel magic_.","level":7,"higher_level":"When you cast this spell using a spell slot of 8th level or higher, the cage’s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.","target_type":"area","range_text":"100 ft","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"ruby dust worth 1,500 gp","material_cost":"1500.00","material_consumed":true,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"d","damage_types":[],"duration":"1 hour","shape_type":"cube","shape_size":20,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_conjure-herald","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Conjure Herald","desc":"You create a floating spirit which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance otherwise. The herald knows a fixed message of up to 25 words. When you cast this spell, choose one of the following effects:\n\n -  **Ward.** The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to that point. It is invisible and motionless until a specific condition is met within 30 feet of its location. When the condition is met, it appears and recites its message. If cast on an object, it moves the object’s mouth rather than appearing directly. You determine whether it does so once or disappears again and repeats the message every time the condition is met. When cast in this way, the herald lasts until dispelled.\n\n -  **Announcement.** The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round. It traverses an area up to a 5-mile radius around its location, conveying its message to every creature it sees. When cast in this way, the herald lasts for 1 hour.","level":2,"higher_level":"","target_type":"object","range_text":"30 ft","range":30,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a small silver horn worth at least 10gp, which is consumed","material_cost":"10.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"special","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_conjure-minor-fiends","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Conjure Minor Fiends","desc":"You recite a dark incantation, summoning a group of minor fiends to do your bidding. You may choose the plane you call them from. The spell conjures two demons which use the Minor Fiend stat block below. Alternatively, your GM may choose any number of fiends whose combined challenge ratings are 2 or lower. In combat, the fiends share your initiative count but take their turns immediately after yours.\n\nThe fiends are friendly to you and your companions and hostile to all other creatures. If you lose concentration on the spell, they do not disappear. Instead, they become hostile toward you and your companions. They can’t be dismissed and last for 1 hour after their summoning. A fiend disappears when reduced to 0 hit points.\n\n**At Higher Levels.** When you cast this spell using a spell slot above 3rd level, the number of minor fiends or the combined challenge rating of the summoned fiends increases by 1 for each slot level above 3rd.\n\n## Minor Fiend\n\nMedium fiend (demon)\n\n* * *\n\n -  **Armor Class** 14\n- **Hit Points** 32 (5d8+10)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 14 (+2) | 8 (-1) |\n\n* * *\n\n -  **Damage Resistances** cold, fire, lightning\n- **Damage Immunities** poison\n- **Condition Immunities** charmed, frightened, poisoned\n- **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** Abyssal or Infernal, understands one language you can speak\n- **Proficiency Bonus** 2\n- **Challenge** 1\n\n* * *\n\n_**Magic Resistance.**_ The fiend has advantage on saving throws against spells and other magical effects.\n\n* * *\n\n<h3>Actions</h3>\n<em><strong>Multiattack.</strong></em> The fiend can make two attacks, only one of which can be Abyssal Bile.\n<em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1d8 + 3 slashing damage.\n<em><strong>Abyssal Bile.</strong></em> The fiend sprays abyssal bile at one creature within 10 feet of it. The target must make a Charisma saving throw against your spell save DC. On a failed save, it rolls 1d4 and is afflicted by a condition according to the result.\n<ul>\n<li>1: The target is frightened of the fiend.</li>\n<li>2: The target is poisoned.</li>\n<li>3: The target is restrained.</li>\n<li>4: The target erupts into black flames, taking 1d6 fire damage at the start of each of its turns.</li>\n</ul>\nThe target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature successfully saves against this ability, it is immune for 24 hours.","level":3,"higher_level":"","target_type":null,"range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"100gp worth of incense mixed with humanoid blood, which is consumed in the casting","material_cost":"100.00","material_consumed":true,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_glyph-of-power","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Glyph of Power","desc":"When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nWhen you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.\n\n -  **Weakness (Amethyst).** Each target must make a Strength saving throw. On a failure, it suffers crippling weakness for 1 hour. Its speed drops to 15 feet, and all its weapon attacks deal damage as if it rolled the minimum result.\n\n -  **Binding (Topaz).** Each target must make a Dexterity saving throw. On a failure, it is restrained by magical lines of force for 1 hour.\n\n -  **Death (Black Sapphire).** Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or suffering 10d8 necrotic damage on a success.\n\n -  **Bafflement (Citrine).** Each target must make an Intelligence saving throw. On a failed save, it loses its ability to understand the world for 1 hour. It cannot cast spells and has disadvantage on all ability checks and attack rolls.\n\n -  **Rage (Garnet).** Each target must make a Wisdom saving throw. On a failed save, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.\n\n -  **Stupor (Emerald).** Each target must make a Charisma saving throw, or enter a dazed state, its mind disconnected from its body. A creature takes no actions, and its speed is reduced by half. It recovers after 1 hour or when it takes any damage.","level":7,"higher_level":"","target_type":"area","range_text":"Touch","range":0,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"500 gp worth of gem dust, dependent on effect, which the spell consumes","material_cost":"500.00","material_consumed":true,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"10d10","damage_types":["necrotic"],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_magic-net","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Magic Net","desc":"You construct a magical 5-foot radius, 10-foot high cylinder snare trap at a point on the ground within range. The trap is barely visible but can be detected with a successful Intelligence check against your spell save DC. If a creature detects the trap, it is immune to the spell. When a creature moves into the cylinder, it must succeed on a Dexterity saving throw or become restrained and be magically lifted 10 feet up into the air, where it hangs upside down. Huge or larger creatures automatically succeed. As an action, a creature can attempt to free itself by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the spell on a success.","level":1,"higher_level":"","target_type":"area","range_text":"5 ft","range":5,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"a length of wire, string, cord, or rope worth at least 5 sp, which the spell consumes","material_cost":"0.50","material_consumed":true,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_seal-away","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Seal Away","desc":"You prepare a magical prison, trapping a creature you can see within range for eternity. The target must succeed on a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.\n\nWhen you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your GM must approve the condition). The condition can involve a creature’s name, identity, or characteristics, but not game concepts such as level, class, or hit points. _Dispel magic_ cannot free the target. If the condition comes to pass, the target is instantly freed.","level":8,"higher_level":"","target_type":"creature","range_text":"30 ft","range":30,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a sculpted or painted likeness of the target, and black emeralds worth at least 200gp per Hit Die of the target, which are consumed","material_cost":"200.00","material_consumed":true,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_secret-missive","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Illusion","key":"illusion"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Secret Missive","desc":"You pen a secret message on a parchment, paper, or other writing material. When you write the message, choose a password or passphrase; when a creature speaks this code while holding the parchment, the secret message appears for 10 minutes before fading again. Alternatively, you can specify a creature. The message automatically appears when it holds the parchment. You can write any other text on the parchment, which becomes invisible anytime the secret message is displayed. When the spell ends, the secret message disappears forever.\n\nCreatures with truesight can see the secret message. A _dispel magic_ cast on the parchment ends the spell without revealing the secret message.\n\nThe spell’s duration is related to the quality of ink used. Magical ink worth 10 gp gives it a duration of 10 days. More expensive ink lasts an additional day for each 1 gp spent; if 100 gp worth of magical ink is used, the duration becomes permanent.","level":1,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"A lead-based ink worth at least 10gp, which the spell consumes","material_cost":"10.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 days","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_spell-glyph","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Spell Glyph","desc":"When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nAs part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell’s full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the stored spell’s maximum level increases by 1 and the material component cost increases by 50 gp for each slot level above 3rd.","target_type":"area","range_text":"Touch","range":0,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"silver powder worth at least 100gp, which the spell consumes","material_cost":"100.00","material_consumed":true,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled or destroyed","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_unearth-legend","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Divination","key":"divination"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Unearth Legend","desc":"You contact an otherworldly entity, offering it the gems used in the spell’s casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).\n\nAfter it is contacted, the entity researches the subject for up to seven days. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.","level":5,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"rare gems worth at least 250 gp, which the spell consumes, and a jeweled notebook worth at least 200 gp","material_cost":"250.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"7 days","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_awaken-object","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Awaken Object","desc":"After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|---|---|---|---|---|---|---|---|---|---|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10  | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12  | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n","level":8,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"8hours","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a ruby worth at least 1,000 gp, which the spell consumes","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_endow-attribute","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"8 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"8 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"24 hours","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Endow Attribute","desc":"You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.\n\nThe spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful [dispel magic](https://api.open5e.com/spells/dispel-magic) spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.\n","level":4,"higher_level":"If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‐level spell slot, the duration is 24 hours.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a ring worth at least 200 gp, which the spell consumes","material_cost":"200.00","material_consumed":true,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_glyph-of-shifting","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":"24 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":"48 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":"72 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"4 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"5 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"6 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"7 days","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Glyph of Shifting","desc":"You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n  The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n  The glyph disappears after being triggered or when the spell's duration expires.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"powdered diamond worth at least 50 gp, which the spell consumes","material_cost":"50.00","material_consumed":true,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"4d4","damage_types":["force"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_lair-sense","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":"36 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":"48 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":"60 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"72 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"84 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"96 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"108 hours","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Lair Sense","desc":"You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\n\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\n","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.","target_type":"creature","range_text":"120 feet","range":120,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"treasure worth at least 500 gp, which is not consumed in casting","material_cost":"500.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":"cube","shape_size":100,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_legend-killer","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Legend Killer","desc":"You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.","level":7,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_arcane-lock","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Lock","desc":"You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.","level":2,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Gold dust worth at least 25gp, which the spell consumes.","material_cost":"25.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_astral-projection","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Astral Projection","desc":"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.","level":9,"higher_level":"","target_type":"creature","range_text":"10 feet","range":10,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"For each creature you affect with this spell, you must provide one jacinth worth at least 1,000gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes.","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"special","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_awaken","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Awaken","desc":"After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"8hours","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"An agate worth at least 1,000 gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"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_clone","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Clone","desc":"This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.","level":8,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.","material_cost":"1000.00","material_consumed":true,"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_divination","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Divination","desc":"Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.","level":4,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes.","material_cost":"25.00","material_consumed":true,"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_glyph-of-warding","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Glyph of Warding","desc":"When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.\n\n**Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-­foot-­radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\n**Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Incense and powdered diamond worth at least 200 gp, which the spell consumes.","material_cost":"200.00","material_consumed":true,"target_count":1,"saving_throw_ability":"intelligence","attack_roll":false,"damage_roll":"5d8","damage_types":["acid","cold","fire","lightning","thunder"],"duration":"until dispelled or triggered","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_greater-restoration","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Greater Restoration","desc":"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: \n- One effect that charmed or petrified the target \n- One curse, including the target's attunement to a cursed magic item \n- Any reduction to one of the target's ability scores \n- One effect reducing the target's hit point maximum","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Diamond dust worth at least 100gp, which the spell consumes.","material_cost":"100.00","material_consumed":true,"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_hallow","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Warlock","key":"srd_warlock"}],"range_unit":"feet","shape_size_unit":"feet","name":"Hallow","desc":"You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\n\n**Courage.** Affected creatures can't be frightened while in the area.\n\n**Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area\n\n **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\n\n**Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing\n\n **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\n\n**Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.\n\n**Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\n\n**Fear.** Affected creatures are frightened while in the area.\n\n**Silence.** No sound can emanate from within the area, and no sound can reach into it.\n\n**Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.","level":5,"higher_level":"","target_type":"point","range_text":"Touch","range":0,"ritual":false,"casting_time":"24hours","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_heroes-feast","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Heroes' Feast","desc":"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.","level":6,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A gem-encrusted bowl worth at least 1,000gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_illusory-script","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Illusion","key":"illusion"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Illusory Script","desc":"You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"A lead-based ink worth at least 10gp, which this spell consumes.","material_cost":"10.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 days","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_magic-circle","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":"2 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":"3 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"4 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"5 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"6 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"7 hours","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Magic Circle","desc":"You create a 10-­--foot-­--radius, 20-­--foot-­--tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. \n- The creature has disadvantage on attack rolls against targets within the cylinder. \n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.","target_type":"point","range_text":"10 feet","range":10,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.","material_cost":"100.00","material_consumed":true,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_magic-mouth","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Illusion","key":"illusion"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Magic Mouth","desc":"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","level":2,"higher_level":"","target_type":"object","range_text":"30 feet","range":30,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes","material_cost":"10.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_planar-binding","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"10 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"30 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"180 days","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"A year and a day","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Planar Binding","desc":"With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.","level":5,"higher_level":"When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A jewel worth at least 1,000 gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_raise-dead","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Raise Dead","desc":"You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A diamond worth at least 500gp, which the spell consumes.","material_cost":"500.00","material_consumed":true,"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_reincarnate","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Reincarnate","desc":"You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n**01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling \nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Rare oils and unguents worth at least 1,000 gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"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_resurrection","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Resurrection","desc":"You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.","level":7,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A diamond worth at least 1,000gp, which the spell consumes.","material_cost":"1000.00","material_consumed":true,"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_sequester","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Sequester","desc":"By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.","level":7,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.","material_cost":"5000.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_true-resurrection","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"True Resurrection","desc":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","level":9,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A sprinkle of holy water and diamonds worth at least 25,000gp, which the spell consumes.","material_cost":"25000.00","material_consumed":true,"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_arcane-lock","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":"Abjuration","key":"abjuration"},"classes":[{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Lock","desc":"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","level":2,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"gold dust worth 25+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd-2024_arcane-sword","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":"Bard","key":"srd-2024_bard"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Sword","desc":"You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","level":7,"higher_level":"","target_type":"creature","range_text":"90 feet","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a miniature sword worth 250+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"4d12","damage_types":["force"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}}]}