{"count":1955,"next":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=school&page=4","previous":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=school&page=2","results":[{"key":"deepm_wild-shield","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":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":"Abjuration","key":"abjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Wild Shield","desc":"You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.","target_type":"area","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"key":"wz_avert-evil-eye","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":"Abjuration","key":"abjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Avert Evil Eye","desc":"The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell's duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell's effect.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"wz_vagrants-nondescript-cloak","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Vagrant's Nondescript Cloak","desc":"You touch a creature. The creature is warded against the effects of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant's nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant's nondescript cloak end immediately.","level":2,"higher_level":"When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_arcane-shelter","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Shelter","desc":"You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails.\n\nTen Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell who can freely pass in and out of the dome, spending 25 feet of movement to move through the dome. Other creatures cannot pass through.\n\nThe dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can’t pass through the dome or be cast through it.","level":3,"higher_level":"","target_type":"","range_text":"Self (10-foot dome)","range":0,"ritual":true,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a flake of tortoise shell","material_cost":"0.00","material_consumed":false,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_aura-of-concealment","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":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 1."},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 2."},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 3."},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 4."},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 5."},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 6."},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Stealth bonus increases by 7."}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Aura of Concealment","desc":"You radiate concealing magic in an aura with a 30-foot radius, making you and your allies more difficult to detect. Until the spell ends, whenever you or a creature you choose within 30 feet of you must make a Dexterity (Stealth) check, the creature may add a +5 bonus. A chosen creature leaves no trace of its passage and cannot be tracked except by magical means.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1 for each slot level above 2nd.\n\n> _In most situations where Aura of Concealment is appropriate, the party will be making group stealth checks against an enemy’s passive Perception. It’s strongly recommended that GMs run those as written in the basic rules. Sometimes GMs require every PC to succeed, or roll active Perception for each enemy—either option will artificially inflate the check’s difficulty (a GM might even do so unconsciously, because they’re used to accounting for a +10 bonus from_ Pass Without Trace_)._","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a pinch of ash and a cotton bud","material_cost":"0.00","material_consumed":false,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true},{"key":"spells-that-dont-suck_circle-of-protection","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Paladin","key":"srd_paladin"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Circle of Protection","desc":"You draw a 10-foot radius circular glyph upon the ground, which projects upward into a luminous 30-foot tall cylinder. Select one of the following creature types when you draw the glyph: aberrations, celestials, elementals, fey, fiends, or undead. A challenge rating 5 or lower creature of the chosen type can’t willingly move across the cylinder’s boundary. When the creature attempts to make an attack, cast a spell, use teleportation or interplanar travel, or cause any other effect across the boundary, it must first succeed on a Charisma saving throw.\n\nWhenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s casting time becomes 10 minutes for that casting.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the maximum challenge rating of affected creatures increases by 3 for each slot level above 3rd. When you cast this spell using a spell slot of 5th or 6th level, the duration is concentration, up to 12 hours. When cast using a spell slot of 7th or 8th level, the duration is concentration, up to 24 hours. When cast using a 9th-level spell slot, the spell lasts until dispelled, and there is no challenge rating limit on affected creatures.","target_type":"area","range_text":"15 ft","range":15,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a mixture of salt and silver powder worth at least 100gp, which the spell consumes","material_cost":"100.00","material_consumed":true,"target_count":null,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":"cylinder","shape_size":10,"concentration":false},{"key":"spells-that-dont-suck_deflect","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Deflect","desc":"A transparent sphere of arcane force appears, averting incoming attacks. Until the start of your next turn, you have a +5 bonus to AC, to a maximum of 21 AC, including against the triggering attack, and you take no damage from magic missile.","level":1,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC (and the maximum AC) increases by 1 for every two slot levels above 1st (for example, when cast with a 5th-level spell slot, you have a +7 bonus to AC, to a maximum of 23 AC).","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"reaction","reaction_condition":"you are hit by an attack or targeted by the magic missile spell","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":"d","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_eldritch-armor","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"}],"range_unit":"feet","shape_size_unit":"feet","name":"Eldritch Armor","desc":"You protect yourself with an acidic coating that sprays outward when struck. You gain 1d4 + 4 temporary hit points for the duration. If a creature hits you with a melee attack while you have these temporary hit points, the creature takes 2d4 acid damage.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the acid damage increase by 2d4 for each slot level above 1st, up to a maximum of 9d4 + 4 temporary hit points and 10d4 damage at 5th level.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a vial of snowmelt","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"2d4","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_elemental-reflection","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Elemental Reflection","desc":"You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.\n\n -  **Acid.** The target takes 1d4 acid damage at the end of its next turn.\n\n -  **Cold.** The target's speed is reduced by 10 feet until the end of your next turn.\n\n -  **Fire.** The attack ignites flammable objects not being worn or carried.\n\n -  **Lightning.** The target can't take reactions until the start of its next turn.\n\n -  **Thunder.** The target is deafened until the end of its next turn.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d8 for each slot level above 1st.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"reaction","reaction_condition":"when  you take acid, cold, fire, lightning, or thunder damage","verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"1d4","damage_types":["acid"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_elemental-shield","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Elemental Shield","desc":"You create a whirling shield of elemental power around yourself. When you cast this spell, select one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, you gain immunity to that damage type, and creatures of your choice within 5 feet of you gain resistance to it. As a bonus action, you can change the shield’s damage type.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"spells-that-dont-suck_expulsion","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Paladin","key":"srd_paladin"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Expulsion","desc":"You brandish a repellent item at a creature you can see within range and attempt to expel them from this plane. The target must make a Charisma saving throw. On a failure, it is partly wrenched off its current plane. For the duration, it becomes incapacitated and gains resistance to all damage.\n\nThe target makes another Charisma save at the end of each of its turns, ending the spell on a success. A creature on its home plane continues making saves for the duration. An extraplanar creature failing its second Charisma save disappears from its current plane entirely. An extraplanar creature failing the third Charisma save is banished back to its home plane and stops making saving throws. If you maintain concentration for the full duration, this banishment becomes permanent.\n\nA target that returns reappears in the space it left or in the nearest unoccupied space if that space is occupied.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.","target_type":"creature","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"an item the target abhors","material_cost":"0.00","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},{"key":"spells-that-dont-suck_fortune","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Fortune","desc":"You magically reshape causality for the triggering creature, positively influencing its efforts. The triggering creature must reroll the d20 and use the higher roll.","level":2,"higher_level":"","target_type":"creature","range_text":"60 ft","range":60,"ritual":false,"casting_time":"reaction","reaction_condition":"when a creature you can see within 60 feet fails with an attack roll, an ability check, or a saving throw","verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_glyph-of-power","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Glyph of Power","desc":"When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nWhen you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.\n\n -  **Weakness (Amethyst).** Each target must make a Strength saving throw. On a failure, it suffers crippling weakness for 1 hour. Its speed drops to 15 feet, and all its weapon attacks deal damage as if it rolled the minimum result.\n\n -  **Binding (Topaz).** Each target must make a Dexterity saving throw. On a failure, it is restrained by magical lines of force for 1 hour.\n\n -  **Death (Black Sapphire).** Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or suffering 10d8 necrotic damage on a success.\n\n -  **Bafflement (Citrine).** Each target must make an Intelligence saving throw. On a failed save, it loses its ability to understand the world for 1 hour. It cannot cast spells and has disadvantage on all ability checks and attack rolls.\n\n -  **Rage (Garnet).** Each target must make a Wisdom saving throw. On a failed save, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.\n\n -  **Stupor (Emerald).** Each target must make a Charisma saving throw, or enter a dazed state, its mind disconnected from its body. A creature takes no actions, and its speed is reduced by half. It recovers after 1 hour or when it takes any damage.","level":7,"higher_level":"","target_type":"area","range_text":"Touch","range":0,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"500 gp worth of gem dust, dependent on effect, which the spell consumes","material_cost":"500.00","material_consumed":true,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"10d10","damage_types":["necrotic"],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_magic-net","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Magic Net","desc":"You construct a magical 5-foot radius, 10-foot high cylinder snare trap at a point on the ground within range. The trap is barely visible but can be detected with a successful Intelligence check against your spell save DC. If a creature detects the trap, it is immune to the spell. When a creature moves into the cylinder, it must succeed on a Dexterity saving throw or become restrained and be magically lifted 10 feet up into the air, where it hangs upside down. Huge or larger creatures automatically succeed. As an action, a creature can attempt to free itself by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the spell on a success.","level":1,"higher_level":"","target_type":"area","range_text":"5 ft","range":5,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"a length of wire, string, cord, or rope worth at least 5 sp, which the spell consumes","material_cost":"0.50","material_consumed":true,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_misfortune","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Misfortune","desc":"You magically reshape causality for the triggering creature, negatively influencing its efforts. The triggering creature must reroll the d20 and use the lower roll.","level":1,"higher_level":"","target_type":"creature","range_text":"60 ft","range":60,"ritual":false,"casting_time":"reaction","reaction_condition":"a creature you can see within 60 feet succeeds with an attack roll, an ability check, or a saving throw","verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_natures-protection","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Nature's Protection","desc":"Your surrounding natural environment accommodates your movement while creating obstacles to protect you in a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. The area within the aura provides three-quarters cover, and is difficult terrain for creatures other than you.\n\nAs a bonus action (or as a reaction to a creature entering the aura), you can cause the elements to powerfully surge away from you. Large or smaller creatures within the aura must make a Strength saving throw. On a success, a creature is pushed out of the aura’s area to the nearest unoccupied space. On a failure, the creature also falls prone.","level":5,"higher_level":"","target_type":"","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true},{"key":"spells-that-dont-suck_sacred-circle","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Paladin","key":"srd_paladin"}],"range_unit":"ft","shape_size_unit":"ft","name":"Sacred Circle","desc":"You create a 60-foot radius, 120-foot tall cylinder of resonating planar energy centered on a point on the ground that you can see within range. Until the spell ends, aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against three creatures of your choice within the cylinder.\n\nAs an action, you may remove any charm, fear, or possession effects caused by creatures of those types from a creature of your choice within the cylinder.\n\nAdditionally, you can choose whether to allow or block teleportation, interplanar travel, or creatures being summoned within the cylinder.","level":5,"higher_level":"","target_type":"point","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of turquoise mounted in silver","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":"cylinder","shape_size":60,"concentration":true},{"key":"spells-that-dont-suck_seal-away","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Seal Away","desc":"You prepare a magical prison, trapping a creature you can see within range for eternity. The target must succeed on a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.\n\nWhen you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your GM must approve the condition). The condition can involve a creature’s name, identity, or characteristics, but not game concepts such as level, class, or hit points. _Dispel magic_ cannot free the target. If the condition comes to pass, the target is instantly freed.","level":8,"higher_level":"","target_type":"creature","range_text":"30 ft","range":30,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a sculpted or painted likeness of the target, and black emeralds worth at least 200gp per Hit Die of the target, which are consumed","material_cost":"200.00","material_consumed":true,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_spell-glyph","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Spell Glyph","desc":"When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nAs part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell’s full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, the stored spell’s maximum level increases by 1 and the material component cost increases by 50 gp for each slot level above 3rd.","target_type":"area","range_text":"Touch","range":0,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"silver powder worth at least 100gp, which the spell consumes","material_cost":"100.00","material_consumed":true,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":" dstrs","shape_type":null,"shape_size":null,"concentration":false},{"key":"spells-that-dont-suck_symbol-of-resilience","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Symbol of Resilience","desc":"You create a tiny symbol above you, which radiates hope in a 30-foot radius until the spell ends. The symbol can take whatever form you choose, such as that of your deity. As a bonus action on your turn, you can move the symbol up to 30 feet.\n\nEach non-hostile, living creature in the symbol’s radius (including you) has advantage on Wisdom saving throws, adds your spellcasting ability modifier to its death saving throws (treating rolls equal to or above 20 as a natural 20), and regains the maximum number of hit points possible from any healing.\n\nThe first time a non-hostile, living creature starts its turn in the symbol’s radius, it can use a bonus action to expend one Hit Die to regain hit points as if it had taken a short rest. If the creature had fewer hit points than half its hit point maximum, it also gains an equivalent number of temporary hit points until the spell ends.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, a creature can spend one additional Hit Die for each slot level above 3rd.","target_type":"","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"spells-that-dont-suck_warding-sigil","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Warding Sigil","desc":"You make a magical sign, creating a protective ward around yourself. The ward has 4 hit points and is resistant to bludgeoning, piercing, and slashing damage. For the duration, whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage and the spell ends.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the ward’s hit points increase by 2d4 for each slot level above 1st.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"bonus","reaction_condition":null,"verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_aid","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 5."},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 10."},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 15."},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 20."},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 25."},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 30."},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Each target's Hit Points increase by 35."}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Aid","desc":"Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.","level":2,"higher_level":"Each target's Hit Points increase by 5 for each spell slot level above 2.","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a strip of white cloth","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_alarm","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Ranger","key":"srd-2024_ranger"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Alarm","desc":"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:","level":1,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":true,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a bell and silver wire","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hour","shape_type":"cube","shape_size":20,"concentration":false},{"key":"srd-2024_antilife-shell","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Antilife Shell","desc":"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.","level":5,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_antimagic-field","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Antimagic Field","desc":"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.","level":8,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"iron filings","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_arcane-lock","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arcane Lock","desc":"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","level":2,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"gold dust worth 25+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_aura-of-life","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"}],"range_unit":"feet","shape_size_unit":"feet","name":"Aura of Life","desc":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.","level":4,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":["necrotic"],"duration":"10 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_banishment","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_5","damage_roll":null,"target_count":2,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":3,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":4,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":5,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":6,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Banishment","desc":"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.","level":4,"higher_level":"You can target one additional creature for each spell slot level above 4.","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a pentacle","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},{"key":"srd-2024_beacon-of-hope","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Beacon of Hope","desc":"Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","level":3,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_contingency","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Contingency","desc":"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a gem-encrusted statuette of yourself worth 1,500+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 day","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_counterspell","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Counterspell","desc":"You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.","level":3,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"reaction","reaction_condition":"which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components","verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_cure-wounds","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_2","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"10d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"12d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"14d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"16d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"18d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Cure Wounds","desc":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"higher_level":"The healing increases by 2d8 for each spell slot level above 1.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"2d8","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_death-ward","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"}],"range_unit":"feet","shape_size_unit":"feet","name":"Death Ward","desc":"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.","level":4,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_dispel-evil-and-good","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"}],"range_unit":"feet","shape_size_unit":"feet","name":"Dispel Evil and Good","desc":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.","level":5,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"powdered silver and iron","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_dispel-magic","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 3rd level or lower"},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 4th level or lower"},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 5th level or lower"},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 6th level or lower"},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 7th level or lower"},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 8th level or lower"},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"automatically dispels spells of 9th level or lower"}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Ranger","key":"srd-2024_ranger"},{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Dispel Magic","desc":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"higher_level":"You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","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},{"key":"srd-2024_forbiddance","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Forbiddance","desc":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","level":6,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"ruby dust worth 1,000+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"5d10","damage_types":["necrotic"],"duration":"1 day","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_freedom-of-movement","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_5","damage_roll":null,"target_count":2,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":3,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":4,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":5,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":6,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Freedom of Movement","desc":"You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.","level":4,"higher_level":"You can target one additional creature for each spell slot level above 4.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a leather strap","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"10d6","damage_types":["cold"],"duration":"1 hour","shape_type":"sphere","shape_size":60,"concentration":false},{"key":"srd-2024_globe-of-invulnerability","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"blocks spells of 5th level or lower"},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"blocks spells of 6th level or lower"},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"blocks spells of 7th level or lower"}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Globe of Invulnerability","desc":"An immobile, shimmering barrier appears in a 10 foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.","level":6,"higher_level":"The barrier blocks spells of 1 level higher for each spell slot level above 6.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a glass bead","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},{"key":"srd-2024_glyph-of-warding","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_4","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 6d8 damage. Spell glyph can store up to level 4 spell."},{"type":"slot_level_5","damage_roll":"7d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 7d8 damage. Spell glyph can store up to level 5 spell."},{"type":"slot_level_6","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 8d8 damage. Spell glyph can store up to level 6 spell."},{"type":"slot_level_7","damage_roll":"9d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 9d8 damage. Spell glyph can store up to level 7 spell."},{"type":"slot_level_8","damage_roll":"10d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 10d8 damage. Spell glyph can store up to level 8 spell."},{"type":"slot_level_9","damage_roll":"11d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"Explosive rune deals 11d8 damage. Spell glyph can store up to level 9 spell."}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Glyph of Warding","desc":"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\n**_Set the Trigger._** You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\n**_Explosive Rune._** When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\n**_Spell Glyph._** You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.","level":3,"higher_level":"The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"powdered diamond worth 200+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled or triggered","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_greater-restoration","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Greater Restoration","desc":"You touch a creature and magically remove one of the following effects from it:\n\n- 1 Exhaustion level\n- The Charmed or Petrified condition\n- A curse, including the target's Attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- Any reduction to the target's Hit Point maximum","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"diamond dust worth 100+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_guards-and-wards","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Guards and Wards","desc":"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\n**_Corridors._** Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\n**_Doors._** All doors in the warded area are magically locked, as if sealed by the *Arcane Lock* spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\n**_Stairs._** Webs fill all stairs in the warded area from top to bottom, as in the *Web* spell. These strands regrow in 10 minutes if they are destroyed while *Guards and Wards* lasts.\n\n**_Other Spell Effect._** Place one of the following magical effects within the warded area:\n\n- *Dancing Lights* in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n- *Magic Mouth* in two locations\n- *Stinking Cloud* in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n- *Suggestion* in one 5-foot square; any creature that enters that square receives the suggestion mentally","level":6,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a silver rod worth 10+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_hallow","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Hallow","desc":"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\n**_Hallowed Ward._** Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\n**_Extra Effect._** You bind an extra effect to the area from the list below:\n\n- **_Courage._** Creatures of any types you choose can't gain the Frightened condition while in the area.\n- **_Darkness._** Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n - **_Daylight._** Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n- **_Peaceful Rest._** Dead bodies interred in the area can't be turned into Undead.\n- **_Extradimensional Interference._** Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n- **_Fear._** Creatures of any types you choose have the Frightened condition while in the area.\n- **_Silence._** No sound can emanate from within the area, and no sound can reach into it.\n- **_Tongues._** Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n- **_Vulnerability._** Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"incense worth 1,000+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_heal","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"The target regains 80 Hit Points."},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"The target regains 90 Hit Points."},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":"The target regains 100 Hit Points."}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Heal","desc":"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.","level":6,"higher_level":"The healing increases by 10 for each spell slot level above 6.","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_healing-word","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_2","damage_roll":"4d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":"6d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"8d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"10d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"12d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"14d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"16d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"18d4","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Healing Word","desc":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":1,"higher_level":"The healing increases by 2d4 for each spell slot level above 1.","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"2d4","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_holy-aura","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Holy Aura","desc":"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","level":8,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a reliquary worth 1,000+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"srd-2024_imprisonment","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Imprisonment","desc":"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\n- **Burial.** The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n- **Chaining.** Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n- **Hedged Prison.** The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n- **Minimus Containment.** The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n- **Slumber.** The target has the Unconscious condition and can't be awoken.\n\n**_Ending the Spell._** When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","level":9,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a statuette of the target worth 5,000+ GP","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"until dispelled","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_lesser-restoration","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Ranger","key":"srd-2024_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Lesser Restoration","desc":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_mage-armor","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Sorcerer","key":"srd-2024_sorcerer"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Mage Armor","desc":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of cured leather","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_magic-circle","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":"2 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":"3 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":"4 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":"5 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":"6 hours","range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"7 hours","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Paladin","key":"srd-2024_paladin"},{"name":"Warlock","key":"srd-2024_warlock"},{"name":"Wizard","key":"srd-2024_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Magic Circle","desc":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n- The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n- The creature has Disadvantage on attack rolls against targets within the Cylinder.\n- Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","level":3,"higher_level":"The duration increases by 1 hour for each spell slot level above 3.","target_type":"creature","range_text":"10 feet","range":10,"ritual":false,"casting_time":"minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"salt and powdered silver worth 100+ GP, which the spell consumes","material_cost":null,"material_consumed":true,"target_count":1,"saving_throw_ability":"charisma","attack_roll":true,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"srd-2024_mass-cure-wounds","document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"casting_options":[{"type":"slot_level_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":"Abjuration","key":"abjuration"},"classes":[{"name":"Bard","key":"srd-2024_bard"},{"name":"Cleric","key":"srd-2024_cleric"},{"name":"Druid","key":"srd-2024_druid"}],"range_unit":"feet","shape_size_unit":"feet","name":"Mass Cure Wounds","desc":"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.","level":5,"higher_level":"The healing increases by 1d8 for each spell slot level above 5.","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"5d8","damage_types":[],"duration":"instantaneous","shape_type":"sphere","shape_size":30,"concentration":false}]}