{"count":1955,"next":"https://api.open5e.com/v2/spells/?format=json&ordering=school&page=33","previous":"https://api.open5e.com/v2/spells/?format=json&ordering=school&page=31","results":[{"key":"spells-that-dont-suck_earth-leash","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Earth Leash","desc":"You point at one creature you can see within range and send a lashing tendril of earth to haul it to the ground. The target must succeed on a Strength saving throw, or immediately fall prone. If the creature has a flying speed, it loses its flying speed for the spell’s duration, causing it to fall even if it can hover. An airborne creature takes falling damage as normal, up to a maximum of 4d6 points of bludgeoning damage.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd, and the maximum damage from falling increases by 1d6 for each slot level above 2nd.","target_type":"creature","range_text":"300 ft","range":300,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a tiny orange flag","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"4d6","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_earth-rumble","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Earth Rumble","desc":"You cause the ground immediately around you to shake and roll. Each other creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. On a success, a target takes half as much damage and isn’t knocked prone. If the terrain is dirt or stone, it becomes difficult terrain for creatures other than you for the next hour.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, and the radius increases by 5 feet for every two slot levels above 1st.","target_type":"creature","range_text":"Self (10-foot radius)","range":0,"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":"dexterity","attack_roll":false,"damage_roll":"2d6","damage_types":["bludgeoning"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_enkindle","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"}],"range_unit":"ft","shape_size_unit":"feet","name":"Enkindle","desc":"You choose a Medium or smaller object not being worn within range and cause it to rapidly heat to unbearable temperatures. If the object is metal or otherwise not flammable, it glows white-hot; if it is flammable, it is engulfed in flame but not destroyed. If a creature is holding the object, it makes a Constitution saving throw at the start of each of its turns, taking 2d4 fire damage on a failure and suffering disadvantage on any ability checks or attack rolls using the item. If it succeeds on the saving throw, it takes half as much damage and suffers no other effects.\n\nIf you maintain concentration for the full 1-minute duration, a nonmagical item is melted, reduced to ash, or otherwise destroyed.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d4 for each slot level above 2nd.","target_type":"object","range_text":"60 ft","range":60,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"an unlit candle","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"2d4","damage_types":["fire"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_expose-weakness","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Expose Weakness","desc":"Select one creature you can see within range, and one damage type that isn’t bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. The first two times each round that the target takes damage of the chosen type, it takes 2d6 additional damage of that type.","level":4,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the number of times each round the additional damage can occur increases by 1 for every two slot levels above 4th.","target_type":"creature","range_text":"90 ft","range":90,"ritual":false,"casting_time":"bonus-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":"2d6","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_fiery-quiver","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Fiery Quiver","desc":"You enchant a quiver of ammunition with a fiery boon. For the duration, ammunition drawn from this quiver deals an extra 2d6 fire damage on a hit. Only one piece of ammunition can be affected at a time, and the spell ends after 6 pieces of ammunition have been used or if you cast the spell again.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by one for each slot level above 3rd.","target_type":"object","range_text":"Touch","range":0,"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":"","attack_roll":false,"damage_roll":"2d6","damage_types":["fire"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_force-weapon","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Paladin","key":"srd_paladin"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Force Weapon","desc":"You touch a weapon, imbuing it with magic until the spell ends. A nonmagical weapon becomes magical, and the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 force damage.\n\nA creature wielding an amplified weapon can use a bonus action to make it start or stop glowing. The wielder chooses the color and amount of bright light from a 5-foot radius to a 30-foot radius, with dim light for an additional equal distance.","level":2,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6. When you use a spell slot of 6th level or higher, the bonus increases to +3 and the force damage increases to 1d8.","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","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":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_form-of-fire","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Form of Fire","desc":"You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:\n\n -  You are immune to fire damage.\n\n -  You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 2d6 fire damage.\n\n -  If a creature within 5 feet hits you with a melee attack, it takes 2d6 fire damage.\n\n -  You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.\n\n -  During your turn, if you roll fire damage, you can maximize one die of the fire damage dealt.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"dexterity","attack_roll":false,"damage_roll":"6d6","damage_types":["fire"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_form-of-ice","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Form of Ice","desc":"You freeze over, taking on a form of elemental ice. Until the spell ends, you gain the following benefits:\n\n -  You are immune to cold damage.\n\n -  You can move across difficult terrain created by ice or snow without spending extra movement.\n\n -  The ground in a 15-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\n -  You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.\n\n -  During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice).","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"constitution","attack_roll":false,"damage_roll":"4d8","damage_types":["cold"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_form-of-stone","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Form of Stone","desc":"You become made of stone. Until the spell ends, you gain the following benefits:\n\n -  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\n -  You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.\n\n -  You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Its space becomes difficult terrain either way.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"dexterity","attack_roll":false,"damage_roll":"4d8","damage_types":["piercing"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_form-of-water","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Form of Water","desc":"You become a surge of elemental water. Until the spell ends, you gain the following benefits:\n\n -  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n- You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.\n- You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"strength","attack_roll":false,"damage_roll":"5d6","damage_types":["bludgeoning"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_form-of-wind","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Form of Wind","desc":"You become a gust of elemental wind. Until the spell ends, you gain the following benefits:\n\n -  You have a flying speed of 60 feet.\n\n -  You can move through and occupy the space of other creatures, and you ignore difficult terrain.\n\n -  You are invisible.\n\n -  You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked 15 feet away from you on a failed save, or takes half as much damage and isn’t knocked backward on a successful one.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"strength","attack_roll":false,"damage_roll":"4d8","damage_types":["bludgeoning"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_imbue-element","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Paladin","key":"srd_paladin"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Imbue Element","desc":"You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. For the duration, the weapon deals 1d6 bonus damage on a hit, and the weapon’s base damage is changed to the chosen type. In addition, once per round after a creature takes damage from the weapon, it suffers an effect based on the damage type chosen:\n\n -  **Acid.** The target takes 2d4 acid damage at the end of its next turn.\n\n -  **Cold.** The target’s speed is halved until the end of its next turn.\n\n -  **Fire.** The target takes 1d6 additional fire damage.\n\n -  **Lightning.** The target can’t take reactions until the end of its next turn.","level":3,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d6 for every two slot levels above 3rd.","target_type":"object","range_text":"Touch","range":0,"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":"","attack_roll":false,"damage_roll":"1d6","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_impaling-spires","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"}],"range_unit":"ft","shape_size_unit":"feet","name":"Impaling Spires","desc":"You haul up to six mighty spikes of rock out of the ground, erupting at locations you can see within range. Each spike occupies a 5-foot space, is up to 30 feet tall, and has AC 11 and 30 hit points. Any creature above a spike when the spell is cast must make a Dexterity saving throw. On a failure, it takes 5d10 piercing damage and is impaled if it is Large or smaller, becoming restrained at the top of the spike. Huge creatures can be restrained if targeted with two or more spikes, and Gargantuan creatures with six or more. On a success, a target suffers half as much damage and no other effects. A creature in the area of more than one spike is only damaged once.\n\nAn impaled target can use its action to attempt to free itself with a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained and falls. A target is also freed if all spikes impaling it are destroyed.\n\nIf a creature is slammed into a ceiling or other obstacle when it gets impaled, it takes an additional 2d10 bludgeoning damage, and attempts to free itself are made with disadvantage.\n\nThe spikes crumble back into the earth after 1 hour.","level":6,"higher_level":"When you cast this spell using a spell slot of 7th level or higher, you can create two additional spikes for each slot level above 6th.","target_type":null,"range_text":"120 ft","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":null,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"5d10","damage_types":["piercing"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_magic-fruit","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Magic Fruit","desc":"You infuse the components used in the spell’s casting with magic. The fruit gains minor healing properties for the duration. A creature can use its action to eat one fruit and restore 1 hit point. If a creature eats 10 infused fruits, the magic combines to provide enough nourishment to sustain a creature for one day.","level":1,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"up to 10 pieces of freshly-picked fruit","material_cost":"0.00","material_consumed":false,"target_count":10,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_manipulate-earth","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Manipulate Earth","desc":"You mold earth you can see within range, causing it to twist and buckle to your command. Select one of the following effects:\n\n -  You can excavate a 5-foot cube of loose dirt or soil and move it along the ground to another unoccupied space within 5 feet.\n\n -  You can make minor alterations to dirt or stone, such as changing its color or carving small, simple shapes.\n\n -  You can turn a 5-foot square of earth or stone into difficult terrain for 1 hour. You can create up to three patches of difficult terrain this way; if you create additional patches, the first one you created returns to normal terrain.","level":0,"higher_level":"","target_type":null,"range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"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_manipulate-fire","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Manipulate Fire","desc":"You control a fire you can see within range, causing it to bend to your command. Select one of the following effects:\n\n -  You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.\n\n -  You can spark or spread fire in a 5-foot cube, as long as there is fuel that can be ignited within the area.\n\n -  You can douse fire within a 5-foot cube.\n\n -  You can adjust a flame’s brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape (forming simple shapes) within a 5-foot cube for 10 minutes.","level":0,"higher_level":"","target_type":null,"range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"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_manipulate-water","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Manipulate Water","desc":"You shape water you can see within range, causing it to move at your command. Select one of the following effects:\n\n -  You can move or direct the flow of a 5-foot cube of water in a direction of your choice, but the water will revert back to its natural flow at the start of your next turn unless you concentrate on keeping it in place.\n\n -  You can mold the water into small shapes or simple animations. This change lasts for 1 minute.\n\n -  You can change the color or opacity of a 5-foot cube of water. This change lasts for 1 hour.\n\n -  You can freeze up to a 5-foot cube of unoccupied water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to completely melt or freeze unless in extreme conditions).","level":0,"higher_level":"","target_type":null,"range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_manipulate-wind","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Manipulate Wind","desc":"You create a small gust within range, causing the air to surge and swirl to your command. Select one of the following effects:\n\n -  The next ranged weapon attack against a creature of your choice within range has disadvantage.\n\n -  One Large or smaller creature of your choice within range must succeed on a Strength saving throw or be pushed 5 feet or knocked prone (your choice).\n\n -  You can increase the next jump made by a creature of your choice within range by 5 feet.\n\n -  You manipulate the wind in a minor way, such as pushing a light object up to 10 feet, rustling plants, slamming a door, or similar effects. These aren’t powerful enough to move creatures or deal damage.","level":0,"higher_level":"","target_type":null,"range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_martial-transformation","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Martial Transformation","desc":"You empower yourself with the physical prowess and battle knowledge of famous warriors. Until the spell ends, you can’t cast spells or concentrate on them, and you gain the following benefits:\n\n -  You gain 50 temporary hit points for the duration.\n\n -  You have advantage on all weapon attacks, and when you hit a target with a weapon attack, it takes an extra 2d12 force damage.\n\n -  You have proficiency in all armor, shields, simple weapons, martial weapons, and with Strength and Constitution saving throws.\n\n -  You can attack twice, instead of once, when you take the Attack action on your turn, unless you already have a feature (such as Extra Attack) which gives you extra attacks.\n\n -  You can conjure and equip (as part of the action used to cast the spell) any armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature, but otherwise have the same properties as their nonmagical counterparts. The equipment vanishes when the spell ends.\n\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can end the spell as a bonus action.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a small statuette of a warrior","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"2d12","damage_types":["force"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_mass-freeze","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Mass Freeze","desc":"You choose a point within range and cause all the warmth to vanish from its vicinity. Each creature in a 20-foot radius sphere centered on that point must make a Constitution saving throw. A target takes 4d8 cold damage on a failure, or half as much damage on a success.\n\nIf a creature fails the saving throw, it is frozen in place, locked down by sheets of ice. It takes 1d8 cold damage at the start of each of its turns, and is restrained. It may reattempt the saving throw at the end of each of its turns, ending the effect on a success.","level":5,"higher_level":"","target_type":"point","range_text":"60 ft","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":"constitution","attack_roll":false,"damage_roll":"4d8","damage_types":["cold"],"duration":"1 minute","shape_type":"sphere","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_morph-earth","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Morph Earth","desc":"You transform up to a 40-foot cube of earth with one of the following effects:\n\n**Create Mud.** Rock and dirt in the area becomes mud for the spell’s duration. Creatures sink into the ground, and each foot that a creature moves costs 4 feet of movement. If a creature is on the ground when you cast the spell, moves into the area for the first time, or ends its turn there, it must make a Strength saving throw. On a failure, the creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition.\n\n**Create Rock.** An area of wet earth less than 10 feet deep becomes rock for the spell’s duration. Any creature standing in the mixture when it hardens must make a Dexterity saving throw. On a success, a creature moves to an unoccupied space on the rock’s surface. On a failure, a creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition by succeeding on a Strength (Athletics) check against your spell save DC. The rock has AC 15 and 25 hit points and is immune to poison and psychic damage.","level":5,"higher_level":"","target_type":"area","range_text":"120 ft","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a handful of rice and water","material_cost":"0.00","material_consumed":false,"target_count":null,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":"cube","shape_size":40,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_muddy-servant","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Muddy Servant","desc":"You take control of loose soil and rock and mold it into a small construct, creating a Medium mud golem which occupies a 5-foot space within range. The mud golem has AC 12 and 20 hit points. It can immediately grab at a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw. On a failure, the target becomes restrained and takes 2d6 bludgeoning damage.\n\nAs long as the mud golem is within 30 feet of you, you can mentally command it as an action. If it is restraining a target, you can command it to squeeze. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternatively, you can command the golem to dissolve and reform (with full hit points, even if it has been destroyed) anywhere within the spell’s range and attempt to grab a creature within 5 feet. You can order the golem to let go of a creature at any time (no action required).\n\nTo break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained.","level":2,"higher_level":"","target_type":"area","range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a pinch of earth and a drop of water","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"2d6","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_oakenhide","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Oakenhide","desc":"You magically encase your body in a hard shell of bark. You gain 6 temporary hit points at the start of each of your turns, and while you have these temporary hit points, you can calculate your AC as 15 + your Dexterity modifier (maximum of +2).","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, your AC increases by 1 for every two slot levels above 2nd. The temporary hit points increase by 3 for each slot level above 2nd.","target_type":"creature","range_text":"Self","range":0,"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":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_petrify","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Petrify","desc":"You attempt to petrify a creature that you can see within range. If the target’s body is made of flesh, the creature must make a Constitution saving throw. If it fails its saving throw by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.\n\nA creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends; if it fails its save, it is petrified.\n\nThe petrification lasts until the creature is freed by the greater restoration spell or other magic.\n\nIf the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.","level":6,"higher_level":"","target_type":"creature","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a pinch of chalk, water, and dirt","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"3 rounds","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_psychokinesis","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Psychokinesis","desc":"You attempt to mentally manipulate a creature or object you can see within range. Choose one of the following effects:\n\n -  **Creature.** You attempt to move a Huge or smaller creature, including yourself. The creature must make a Strength saving throw. A creature can willingly fail this save. On a failure, you move the creature up to 30 feet in any direction within the spell’s range, and you may restrain the creature until the end of your next turn.\n\n -  **Object.** You attempt to move an object that weighs up to 1,000 pounds and can exert fine control on it. If the object isn’t being worn or carried, you move it up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature, the creature must make a Strength saving throw. On a failure, you pull the object away from that creature and can move it up to 30 feet in any direction within the spell’s range.\n\nA creature or object moved into mid-air will hover until the end of your next turn.\n\nOn each of your turns after you cast this spell, you can use an action to attempt to continue the effect (with the target repeating the saving throw) or choose a new target. You can only affect one object or creature at a time.","level":5,"higher_level":"","target_type":"creature","range_text":"60 ft","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":"strength","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_rejuvenation","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Rejuvenation","desc":"You touch a creature and imbue it with miraculous life, causing its flesh to knit back together and repair itself. For the duration of the spell, the target gains 10 hit points at the start of each of its turns. If you reach your hit point maximum while affected by this spell, then scars are healed, missing limbs or digits regrow, and permanent wounds are fully mended.\n\nThe spell ends early if the target takes a single instance of fire or acid damage equal to or greater than twice your level.","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 lizard's tail","material_cost":"0.00","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":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_safekeeping","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Safekeeping","desc":"You touch up to 8 willing creatures or objects, hiding each target for the duration. You can turn each target invisible or into an object of the same size, such as a statue or full-length portrait.\n\nDivination spells can’t locate or perceive the target. A creature is incapacitated and doesn’t age or need to breathe, eat, or drink. The spell ends on a target if it takes any damage.\n\nYou can also define a condition for the spell to end early (your GM must approve the condition).","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 thread of flax covered with powder from precious gems worth at least 1000 gp per target, which the spell consumes","material_cost":"1000.00","material_consumed":false,"target_count":8,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_shape-winds","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Shape Winds","desc":"You seize control of the air in a cube up to 300 feet on a side you can see within range, bending it to your will. Choose one of the following effects. The effect persists until the spell ends, or until you use your action to pause it or change it to a different effect. You can resume a paused effect as an action.\n\n -  **Gale.** A steady wind blows in a horizontal direction of your choice. Every foot of movement against the wind costs 2 extra feet, and ranged attacks made against the wind automatically miss. Creatures moving with the wind can move 1 extra foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind’s direction. As a bonus action, you can create a gust. All creatures within the area must succeed on a Strength saving throw or be pushed 30 feet in the wind’s direction.\n\n -  **Turbulence.** You whip the wind into a chaotic vortex. Ranged attacks passing through the wind are made with disadvantage. Any creature that flies into the wind’s area, starts its turn flying there, or takes flight there has its flying speed halved, and must succeed on a Strength saving throw or be knocked prone.\n\n -  **Thermal Column.** You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by five times your spellcasting ability modifier. When a creature within the wind makes a vertical jump, its jump height is tripled.","level":5,"higher_level":"","target_type":"area","range_text":"100 ft","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":"cube","shape_size":300,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_shatter-mind","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Shatter Mind","desc":"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.\n\nOn a failure, the creature’s Intelligence and Charisma scores become 1. It can only take the most instinctive actions, such as fighting with unarmed strikes or natural weapons, or running away in a straight line. It can’t cast spells, activate magic items, understand language, use weapons or tools, or communicate in any way. It can understand when another creature means it harm.\n\nAfter one day has passed, a creature can repeat its saving throw, ending the spell on a success. Each time it fails the saving throw, it adds one additional day onto the time interval before it can repeat its save.\n\nThe spell can also be ended by _greater restoration_, _heal_, or _wish_.","level":8,"higher_level":"","target_type":"creature","range_text":"60 ft","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":"intelligence","attack_roll":false,"damage_roll":"4d6","damage_types":["psychic"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_sparking-shot","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Sparking Shot","desc":"You imbue a piece of ammunition or weapon with crackling electricity. When you make an attack with the piece of ammunition or weapon, it creates arcs of lightning from the attack’s target. The target and two creatures of your choice within 15 feet must make a Dexterity saving throw, taking 3d12 lightning damage on a failure or half as much on a success. If the attack hits, the target automatically fails this saving throw.\n\nThe piece of ammunition or weapon then reverts to normal.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of ammunition or weapon worth at least 1 cp","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"3d12","damage_types":["lightning"],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_stone-pact","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Stone Pact","desc":"You lay your hand on an outcropping of rock or a stone wall and speak to the stone, coaxing it to grant a mighty boon. Choose one of the following options:\n\n -  **Stone Meld.** You and up to 7 other Large or smaller creatures you choose are able to meld with the stone. Until the end of your next round, each willing creature can touch a 5-foot area of the stone and be absorbed into it. While absorbed, a creature cannot see or hear anything, but has tremorsense within 30 feet. A creature may exit the stone voluntarily as an action, or be ejected if the stone is destroyed or the spell ends.\n\n -  **Stone Armor.** The stone joins with you, covering your body in a rocky exterior. You gain 10 temporary hit points and have resistance to nonmagical damage as long as you have these temporary hit points.\n\n -  **Stone Step.** Your feet blend into the stone. You gain tremorsense within 30 feet, and as long as you are standing on the ground, you are immune to the prone condition or to being moved against your will.","level":3,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"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":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_thought-wisp","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Thought Wisp","desc":"You touch your head, transferring a thought into a cloud-like wisp, which appears in your hand as a Tiny, weightless, semisolid object. The color of the thought-wisp depends on the thought: ideas are yellow, memories are silver, and messages are blue.\n\nWhen you cast the spell, you can limit who can receive the contents to specific creatures or creature types. A specified creature can use its action to receive whatever the thought-wisp contains, ending the spell. If no limit is specified, any creature can do so.\n\nAny creature who can cast this spell or is concentrating on a spell that allows thought reading (such as detect thoughts or modify memory) can use its action to receive what a thought-wisp contains, ending the spell. A creature concentrating in this manner can also cast this spell to transform thoughts it reads into a thought-wisp. Additionally, modify memory can affect thought-wisps.\n\nA creature can touch a thought-wisp and use its action to disperse it, ending the spell.","level":0,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":false,"material_specified":"","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":"spells-that-dont-suck_touch-of-filth","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Touch of Filth","desc":"You envelop your hand in a vile miasma. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 poison damage and is poisoned. At the end of each of its turns, it can make a Constitution saving throw, ending the poison on a success. Until the spell ends, you can make this attack again on each of your turns as an action.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of rotting food","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":true,"damage_roll":"1d6","damage_types":["poison"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_twister","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Twister","desc":"You call down a huge tornado at a point you can see on the ground within range. The twister occupies a 30-foot radius, 100-foot high cylinder centered on that point. As an action, you can move the twister up to 30 feet along the ground.\n\nWhen a creature enters the twister on its turn or starts its turn there, it must make a Strength saving throw. On a failure, it takes 10d6 bludgeoning damage, and a Large or smaller creature is sucked up into the twister and restrained. Restrained creatures move with the twister when it moves and are carried vertically 25 feet each round toward the twister’s center. At the end of each of its turns, a restrained creature can repeat the saving throw. On a success, it is hurled 60 feet horizontally out of the twister in a random direction.\n\nThe twister’s area is lightly obscured, and ranged attacks that pass through the twister automatically miss.","level":7,"higher_level":"","target_type":"point","range_text":"300 ft","range":300,"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":"strength","attack_roll":false,"damage_roll":"10d6","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":"cylinder","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_wall-of-dust","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Wall of Dust","desc":"You construct a wall of blowing dirt and grit at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. The wall blocks line of sight, and a creature is blinded and deafened while within the wall. When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, each foot that the creature moves through the wall costs 6 feet of movement. On a success, each foot that the creature moves through the wall only costs 3 feet of movement.\n\nThe wall disappears when the spell ends.","level":3,"higher_level":"","target_type":null,"range_text":"90 ft","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a handful of dirt or sand","material_cost":"0.00","material_consumed":false,"target_count":null,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_wellspring","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"ft","shape_size_unit":"feet","name":"Wellspring","desc":"You pour out a stream of pure water and create a 10-foot radius magical healing pool at a point on the ground you can see within range. At any time (no action required by you) you can choose to restore 2d4 hit points to any creature in the pool, depleting the pool’s magic. The pool’s magic is restored at the start of each of your turns.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 and the radius of the pool increases by 5 feet for each slot level above 2nd.","target_type":"area","range_text":"30 ft","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a tiny silver watering can","material_cost":"0.00","material_consumed":false,"target_count":0,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"kp_curse-of-formlessness","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":"Curse of Formlessness","desc":"A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.","level":6,"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":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_morphic-flux","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":"Morphic Flux","desc":"When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.","level":7,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_open-red-portal","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":"Open Red Portal","desc":"You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.","level":9,"higher_level":"","target_type":"point","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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":false,"crossreferences":{"to":[]}},{"key":"kp_reset-red-portal","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","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":"Reset Red Portal","desc":"When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon's home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM's discretion. Once the spell's duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).","level":5,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.","target_type":"object","range_text":"10 feet","range":10,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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":"kp_sanguine-spear","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","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":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","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":"Sanguine Spear","desc":"You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.","level":2,"higher_level":"If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_the-black-gods-blessing","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"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":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"The Black God's Blessing","desc":"Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.","level":9,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":true,"casting_time":"7hours","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"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":"wz_abrupt-hug","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"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":"Abrupt Hug","desc":"You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.","level":1,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"reaction","reaction_condition":"which you take when you or a creature within 30 feet of you takes an Attack action","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":"wz_child-of-light-and-darkness","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"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":"Child of Light and Darkness","desc":"Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.","level":8,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_shadow-adaptation","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"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":"Shadow Adaptation","desc":"Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.","level":2,"higher_level":"","target_type":"point","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_subliminal-aversion","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"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":"Subliminal Aversion","desc":"You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.","level":1,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"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":"","attack_roll":false,"damage_roll":"1d4","damage_types":["psychic"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_suppress-regeneration","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_2","damage_roll":null,"target_count":2,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":3,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":4,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":5,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":6,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":7,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":8,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":9,"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":"Suppress Regeneration","desc":"You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can't regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"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":"wz_toxic-pollen","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"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":"Toxic Pollen","desc":"Upon casting this spell, one type of plant within range gains the ability to puff a cloud of pollen based on conditions you supply during casting. If the conditions are met, an affected plant sprays a pollen cloud in a 10-foot-radius sphere centered on it. Creatures in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of a poisoned creature's turn, it can make a Constitution saving throw. On a success, it is no longer poisoned. A plant can only release this pollen once within the duration.","level":2,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 year","shape_type":"sphere","shape_size":10,"concentration":false,"crossreferences":{"to":[]}},{"key":"toh_beast-within","document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"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":2,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":3,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":4,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":5,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":6,"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":"Beast Within","desc":"You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target's Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target's Strength modifier on a hit. The target's bite doesn't inflict lycanthropy.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"round","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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":true,"crossreferences":{"to":[]}},{"key":"toh_convey-inner-peace","document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"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":"Convey Inner Peace","desc":"You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.","level":5,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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":[]}}]}