{"count":1955,"next":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=range&page=35","previous":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=range&page=33","results":[{"key":"spells-that-dont-suck_incinerate","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Incinerate","desc":"You channel agonizing flames, wreathing a creature you can see within range. At the start of each of its turns, the target must make a Dexterity saving throw, taking 10d6 fire damage on a failure. On a success, it takes half as much damage and the spell ends for that creature. While a target is on fire, it casts bright light for 30 feet and dim light for an additional 30 feet.\n\nAs a bonus action, you can spread the flames from any target creature to another within 10 feet of it, making that creature an additional target. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.","level":5,"higher_level":"","target_type":"creature","range_text":"90 ft","range":90,"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":"10d6","damage_types":["fire"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_irradiate","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Irradiate","desc":"You create an eerie, pulsating blue light within a 30-foot radius sphere centered on a point you choose within range. The bright light spreads around corners, and lasts until the spell ends.\n\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. Constructs automatically succeed on saving throws against this spell.\n\nOn a failure, the creature’s hit point maximum is reduced by 7d4, its speed is reduced by 5 feet, and it receives a -2 penalty to attack rolls, ability checks, saving throws, and save DCs. A creature suffers cumulative effects with each failed saving throw. If a creature fails its saving throw five times, it dies.\n\nAdditionally on a failure, the creature emits light in a 5-foot radius and can’t benefit from being invisible. Each subsequent failed save increases the radius by 5 feet.\n\nAll effects caused by this spell (except death) end when the spell ends.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, the hit point maximum reduction increases by 1d4 for each slot level above 4th.","target_type":"point","range_text":"90 ft","range":90,"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":"7d4","damage_types":[],"duration":"10 minutes","shape_type":"sphere","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_sonic-rift","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Sonic Rift","desc":"You create and step through a brief dimensional rift, teleporting to an unoccupied space you can see within range. You can bring your possessions and any objects you can carry. You may also bring one willing creature your size or smaller, who must be standing 5 feet from where you cast the spell and appears within 5 feet of your destination. If there is not enough space at the destination, it is left behind.\n\nAfter you teleport, the rift closes and emits a sonic shockwave. Choose either your starting or ending space. All creatures within 10 feet of that space except you and any creature you brought with you must make a Constitution saving throw, taking 4d8 thunder damage on a failure or half as much damage on a success. The shockwave is audible out to 300 feet.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","target_type":"creature","range_text":"90 ft","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":2,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"4d8","damage_types":["thunder"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"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":"","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_whirling-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":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Whirling Water","desc":"You create a swirling ball of water in a 10-foot radius at a point on the ground or in water you can see within range. Any creature that enters the sphere on its turn or starts its turn in it must succeed on a Strength saving throw or be restrained and trapped within the water. At the start of each of its turns, a restrained target can repeat the saving throw, ending the effect on a success. A Huge or smaller creature partially within the sphere makes its saving throw with advantage, while a Gargantuan creature automatically succeeds.\n\nAs an action, you can cause the sphere to roll up to 30 feet, carrying all restrained creatures with it and dousing all nonmagical flame it passes through. If this causes a creature in the sphere to collide with a creature outside it, both creatures take 4d6 bludgeoning damage. Restrained creatures are not affected by any terrain the sphere passes over.\n\nAs a bonus action, you can hurl a restrained creature out of the sphere. It is thrown 20 feet in a direction of your choice and takes 4d6 bludgeoning damage. If it collides with another creature, that creature must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage.\n\nWhen the spell ends, creatures restrained by it fall prone, and all fires within 20 feet are extinguished. The water disappears afterward.","level":4,"higher_level":"","target_type":"","range_text":"90 ft","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a droplet of water","material_cost":"0.00","material_consumed":false,"target_count":null,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"d","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_forcecage","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Forcecage","desc":"An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.","level":7,"higher_level":"","target_type":"area","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Ruby dust worth 1,500 gp.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_reverse-gravity","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Reverse Gravity","desc":"This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.","level":7,"higher_level":"","target_type":"point","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A lodestone and iron filings.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":"cylinder","shape_size":100,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd-2024_reverse-gravity","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd-2024_druid"},{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Reverse Gravity","desc":"This spell reverses gravity in a 50-foot-radius, 100 foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","level":7,"higher_level":"","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a lodestone and iron filings","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"a5e-ag_call-lightning","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Call Lightning","desc":"A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.","level":3,"higher_level":"The damage increases by 1d10 for each slot level above 3rd.","target_type":"point","range_text":"100 feet","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":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"a5e-ag_grapevine","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"miles","shape_size_unit":"feet","name":"Grapevine","desc":"You cause a message in Druidic to appear on a tree or plant within range which you have seen before.\n\nYou can cast the spell again to erase the message.","level":0,"higher_level":"","target_type":"object","range_text":"100 miles","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":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_inconspicuous-facade","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":"Illusion","key":"illusion"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Inconspicuous Facade","desc":"By means of this spell, you make a target building seem much less important or ostentatious than it is. You can give the target an unremarkable appearance or one that blends in with nearby buildings. By its nature, this spell does not allow you to specify features that would make the building stand out. You also cannot make a building look more opulent to match surrounding buildings. You can make the building appear smaller or larger that its actual size to better fit into its environs. However, these size changes are noticeable with cursory physical inspection as an object will pass through extra illusory space or bump into a seemingly smaller section of the building. A creature can use its action to inspect the building and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware the building has been disguised. In addition to you dispelling inconspicuous facade, the spell ends if the target building is destroyed.","level":4,"higher_level":"","target_type":"object","range_text":"100 feet","range":100,"ritual":false,"casting_time":"1minute","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":"until dispelled","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_alter-arrows-fortune","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"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":"Alter Arrow’s Fortune","desc":"You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).","level":1,"higher_level":"","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"reaction","reaction_condition":"which you take when an enemy makes a ranged attack that hits","verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_amplify-gravity","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Amplify Gravity","desc":"This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.","level":7,"higher_level":"","target_type":"area","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of lead","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":true,"crossreferences":{"to":[]}},{"key":"deepm_blizzard","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Blizzard","desc":"A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.","level":7,"higher_level":"","target_type":"area","range_text":"100 feet","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":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"8d8","damage_types":["cold"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_blood-puppet","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Blood Puppet","desc":"With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.","level":4,"higher_level":"","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":true,"material_specified":"a drop of blood from the target","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":"deepm_curse-of-boreas","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Curse of Boreas","desc":"You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic](https://api.open5e.com/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration](https://api.open5e.com/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.","level":6,"higher_level":"","target_type":"creature","range_text":"100 feet","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":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_exsanguinating-cloud","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Exsanguinating Cloud","desc":"When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.\n\nThis cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.","level":5,"higher_level":"","target_type":"point","range_text":"100 feet","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":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"6d6","damage_types":["necrotic"],"duration":"5 minutes","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_freezing-fog","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_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":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Freezing Fog","desc":"The spell creates a 20-foot-radius sphere of mist similar to a [fog cloud](https://api.open5e.com/spells/fog-cloud) spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.\n","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.","target_type":"point","range_text":"100 feet","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":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"2d6","damage_types":["cold"],"duration":"5 minutes","shape_type":"sphere","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_glacial-fog","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"13d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"14d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Glacial Fog","desc":"As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.\n\nStored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.\n","level":7,"higher_level":"When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.","target_type":"point","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"crystalline statue of a polar bear worth at least 25 gp","material_cost":"25.00","material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"12d6","damage_types":["cold"],"duration":"1 minute","shape_type":"sphere","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_gloomwrought-barrier","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Gloomwrought Barrier","desc":"When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.","level":3,"higher_level":"","target_type":"area","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of obsidian","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_grudge-match","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":"2 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":"3 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":"4 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"5 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"6 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"7 rounds","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"8 rounds","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Grudge Match","desc":"This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.\n","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.","target_type":"creature","range_text":"100 feet","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":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_mire","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Mire","desc":"When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.","level":3,"higher_level":"","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a vial of sand mixed with water","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_nightfall","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Nightfall","desc":"You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.","level":3,"higher_level":"","target_type":"point","range_text":"100 feet","range":100,"ritual":true,"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":"10 minutes","shape_type":"cylinder","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_prismatic-ray","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Prismatic Ray","desc":"A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.\n\n| d8 | Color | Effect | Saving Throw |\n|---|---|---|---|\n| 1 | Red | 8d10 fire damage | Dexterity |\n| 2 | Orange | 8d10 acid damage | Dexterity |\n| 3 | Yellow | 8d10 lightning damage | Dexterity |\n| 4 | Green | Target Poisoned | Constitution |\n| 5 | Blue | Target Deafened | Constitution |\n| 6 | Indigo | Target Frightened | Wisdom |\n| 7 | Violet | Target Stunned | Constitution |\n| 8 | Shifting Ray | Target Blinded | Constitution |\n\nA target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.","level":5,"higher_level":"","target_type":"creature","range_text":"100 feet","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":1,"saving_throw_ability":"dexterity","attack_roll":true,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_starry-vision","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_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":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Starry Vision","desc":"This spell acts as [compelling fate](https://api.open5e.com/spells/compelling-fate), except as noted above (**starry** vision can be cast as a reaction, has twice the range of [compelling fate](https://api.open5e.com/spells/compelling-fate), and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.\n","level":7,"higher_level":"When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"reaction","reaction_condition":"which you take when an enemy starts its turn","verbal":true,"somatic":false,"material":true,"material_specified":"a sprinkle of gold dust worth 400 gp","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_sudden-dawn","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Sudden Dawn","desc":"You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.","level":3,"higher_level":"","target_type":"point","range_text":"100 feet","range":100,"ritual":true,"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":"10 minutes","shape_type":"cylinder","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_treasure-chasm","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Enchantment","key":"enchantment"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Treasure Chasm","desc":"You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.\n\nAn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.\n\nCreatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.","level":2,"higher_level":"","target_type":"creature","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a gold coin","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_triumph-of-ice","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Triumph of Ice","desc":"You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.\n* ***Air.*** Vapor condenses into snowfall. If the effect of a [fog cloud](https://api.open5e.com/spells/fog-cloud) spell, a [stinking cloud](https://api.open5e.com/spells/stinking-cloud), or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).\n* ***Earth.*** Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.\n* ***Fire.*** Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.\n* ***Water.*** Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.","level":7,"higher_level":"","target_type":"area","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a stone extracted from glacial ice","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"8d6","damage_types":["cold"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"kp_jeweled-fissure","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":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Jeweled Fissure","desc":"Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.","level":3,"higher_level":"","target_type":"point","range_text":"100 feet","range":100,"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":"dexterity","attack_roll":false,"damage_roll":"1d8","damage_types":["piercing"],"duration":"instantaneous","shape_type":"line","shape_size":30,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_confinement","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Confinement","desc":"An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. The prison has an AC of 17 and 140 hit points.\n\nA prison in the shape of a cage can be up to 20 feet on a side, is made from 1/2-inch diameter bars spaced a 1/2-inch apart, and provides half cover.\n\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\n\nA creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failed save, the magic fails and has no effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by _dispel magic_.","level":7,"higher_level":"When you cast this spell using a spell slot of 8th level or higher, the cage’s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.","target_type":"area","range_text":"100 ft","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"ruby dust worth 1,500 gp","material_cost":"1500.00","material_consumed":true,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"d","damage_types":[],"duration":"1 hour","shape_type":"cube","shape_size":20,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_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":"srd_animate-objects","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Animate Objects","desc":"Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. \nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.","level":5,"higher_level":"If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.","target_type":"object","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_arcane-hand","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Hand","desc":"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n\n**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\n\n**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\n\n**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier\n\n **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.","level":5,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.","target_type":"object","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"An eggshell and a snakeskin glove.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"4d8","damage_types":["force"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_call-lightning","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"5d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"6d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"7d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"8d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"9d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Call Lightning","desc":"A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"3d10","damage_types":["lightning"],"duration":"10 minutes","shape_type":"cylinder","shape_size":60,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_chill-touch","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_5","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_6","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_7","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_8","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_9","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_10","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_11","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_12","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_13","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_14","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_15","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_16","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_17","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_18","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_19","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_20","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Chill Touch","desc":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.","level":0,"higher_level":"This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"1d8","damage_types":["necrotic"],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_cloudkill","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"7d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"9d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Cloudkill","desc":"You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.","level":5,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"5d8","damage_types":["poison"],"duration":"10 minutes","shape_type":"sphere","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_dancing-lights","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Dancing Lights","desc":"You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.","level":0,"higher_level":"","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A bit of phosphorus or wychwood, or a glowworm.","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":true,"crossreferences":{"to":[]}},{"key":"srd_dispel-magic","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Dispel Magic","desc":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_eldritch-blast","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Warlock","key":"srd_warlock"}],"range_unit":"feet","shape_size_unit":"feet","name":"Eldritch Blast","desc":"A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","level":0,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"1d10","damage_types":["force"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_fabricate","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Fabricate","desc":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.","level":4,"higher_level":"","target_type":"object","range_text":"120 feet","range":120,"ritual":false,"casting_time":"10minutes","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":"instantaneous","shape_type":"cube","shape_size":5,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_find-traps","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Find Traps","desc":"You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.","level":2,"higher_level":"","target_type":"area","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_fire-bolt","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_5","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_6","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_7","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_8","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_9","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_10","damage_roll":"2d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_11","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_12","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_13","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_14","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_15","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_16","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_17","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_18","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_19","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"player_level_20","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Fire Bolt","desc":"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.","level":0,"higher_level":"This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"1d10","damage_types":["fire"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_fog-cloud","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Fog Cloud","desc":"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":"sphere","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_guiding-bolt","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_2","damage_roll":"5d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":"6d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"7d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"8d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"9d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"10d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"11d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"12d6","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Cleric","key":"srd_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Guiding Bolt","desc":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.","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.","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"4d6","damage_types":["radiant"],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_hypnotic-pattern","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Illusion","key":"illusion"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Hypnotic Pattern","desc":"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","level":3,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"A glowing stick of incense or a crystal vial filled with phosphorescent material.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":"cube","shape_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_magic-missile","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_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":"Evocation","key":"evocation"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Magic Missile","desc":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_major-image","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Illusion","key":"illusion"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Major Image","desc":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.","level":3,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.","target_type":"object","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A bit of fleece.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":"cube","shape_size":20,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_message","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Message","desc":"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.","level":0,"higher_level":"","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"A short piece of copper wire.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"srd_moonbeam","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":"3d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"4d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"5d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"6d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"7d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"8d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"9d10","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Moonbeam","desc":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.","target_type":"point","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"Several seeds of any moonseed plant and a piece of opalescent feldspar.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"2d10","damage_types":["radiant"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"srd_move-earth","document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Move Earth","desc":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","level":6,"higher_level":"","target_type":"area","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"An iron blade and a small bag containing a mixture of soils-clay, loam, and sand.","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"2 hours","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}}]}