From 2e7e9eba67af0f7ab0cc15ad30932ddfe926c1b1 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Thu, 10 Sep 2026 01:13:08 -0400 Subject: [PATCH 1/5] Add Arcana Unleashed as a source. --- Spellbook/Sourcebook.swift | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Spellbook/Sourcebook.swift b/Spellbook/Sourcebook.swift index 57904e3..e1fc90b 100644 --- a/Spellbook/Sourcebook.swift +++ b/Spellbook/Sourcebook.swift @@ -1,5 +1,5 @@ enum Sourcebook: Int, NameConstructible { - case PlayersHandbook=0, XanatharsGTE, SwordCoastAG, TashasCOE, AcquisitionsInc, LostLabKwalish, RimeOTFrostmaiden, ExplorersGTW, FizbansTOD, StrixhavenCOC, AstralAG, TalDoreiCSR, SigilOutlands, BookOfMT, PlayersHandbook2024, GuildmastersGTR, FRHeroesOfFaerun, EberronFotA + case PlayersHandbook=0, XanatharsGTE, SwordCoastAG, TashasCOE, AcquisitionsInc, LostLabKwalish, RimeOTFrostmaiden, ExplorersGTW, FizbansTOD, StrixhavenCOC, AstralAG, TalDoreiCSR, SigilOutlands, BookOfMT, PlayersHandbook2024, GuildmastersGTR, FRHeroesOfFaerun, EberronFotA, ArcanaUnleashed static let coreSourcebooks = [ PlayersHandbook, XanatharsGTE, TashasCOE, PlayersHandbook2024 ] @@ -43,6 +43,8 @@ enum Sourcebook: Int, NameConstructible { return "Forgotten Realms: Heroes of Faerûn" case .EberronFotA: return "Eberron: Forge of the Artificer" + case .ArcanaUnleashed: + return "Arcana Unleashed" } } @@ -65,6 +67,7 @@ enum Sourcebook: Int, NameConstructible { GuildmastersGTR: "ggr", FRHeroesOfFaerun: "frhf", EberronFotA: "efa", + ArcanaUnleashed: "au", ] var code: String { From 43ae9bb3fc93725ceb928e24553820a76c8e4ebf Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Thu, 10 Sep 2026 01:17:35 -0400 Subject: [PATCH 2/5] Update spell file with AU spells. --- Data/Spells.json | 979 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 979 insertions(+) diff --git a/Data/Spells.json b/Data/Spells.json index 7ba10f3..0536ec8 100644 --- a/Data/Spells.json +++ b/Data/Spells.json @@ -27804,5 +27804,984 @@ "ritual": true, "ruleset": "2024", "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "An aura of alacrity radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on Dexterity saving throws. When an affected creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the save and only half damage if it fails. A creature with the Incapacitated condition doesn't gain any benefit from being in the aura." + ], + "duration": "1 minute", + "id": "9396603c-3abc-42a5-a787-326578fa3c96", + "level": 7, + "locations": [ + { + "page": 35, + "sourcebook": "AU" + } + ], + "name": "Aura of Evasion", + "range": "Self", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Warlock", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": [ + "You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range; resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice); and uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.", + " Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn.", + " Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.", + " One Familiar at a Time. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar from this spell, that familiar is replaced by the new one.", + "If you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's game statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends. Your familiar reverts to its previous form when Battle Familiar ends." + ], + "duration": "1 hour", + "id": "6c99c705-77e1-46d1-81a8-f689ceed7c03", + "level": 2, + "locations": [ + { + "page": 35, + "sourcebook": "AU" + } + ], + "material": "A diamond worth 25+ GP", + "name": "Battle Familiar", + "range": "10 feet", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Artificer", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "S", + "M" + ], + "desc": [ + "You make a calming gesture, and up to three willing creatures of your choice that you can see within range have the Unconscious condition for the spell's duration. The spell ends on a target if it takes damage or another creature takes an action to shake it awake. If a target has the Unconscious condition from this spell for the full duration, that target gains the benefits of finishing a Short Rest, and it can't be affected by this spell again until it finishes a Long Rest." + ], + "duration": "10 minutes", + "id": "05ecff85-d64c-4a5c-9540-2795fa4d67d7", + "level": 3, + "locations": [ + { + "page": 37, + "sourcebook": "AU" + } + ], + "material": "A pinch of sand", + "name": "Catnap", + "range": "30 feet", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": [ + "You create a magical, explosive seed inside a creature you can see within range. The target makes a Constitution saving throw, taking 10d10 Fire damage on a failed save or half as much damage on a successful one.", + "An explosion then originates from the target. Each creature in a 60-foot Emanation originating from the target (not including the target) makes a Dexterity saving throw, with Disadvantage if this spell reduced the target to 0 Hit Points. A creature takes 10d10 Fire damage on a failed save or half as much damage on a successful one.", + "A nonmagical object that isn't being worn or carried also takes the damage if it's in the Emanation, and the object starts burning if it's flammable." + ], + "duration": "Instantaneous", + "id": "18a35a8b-9d8e-4a7e-b504-0fce9c44b0d9", + "level": 9, + "locations": [ + { + "page": 38, + "sourcebook": "AU" + } + ], + "material": "A piece of tinder", + "name": "Detonate", + "range": "500 feet", + "school": "Evocation" + }, + { + "casting_time": "Action", + "classes": [ + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "A distracting melody momentarily fills a 20-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a target loses Concentration, and it has Disadvantage on Constitution saving throws to maintain Concentration for the spell's duration." + ], + "duration": "1 minute", + "id": "dffb4e80-a257-4b79-bd2c-444f73170b92", + "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "AU" + } + ], + "name": "Disruptive Tune", + "range": "120 feet", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Artificer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "You create an illusory spatial dilation that fills a 60-foot-radius Sphere centered on a point within range. For each creature you can see in the Sphere, you can choose one of the following effects for it:", + "Dizzying Elongation. The creature makes an Intelligence saving throw. On a failed save, the creature takes 2d10 Psychic damage, and the Sphere is Difficult Terrain for it until the end of its turn.", + "Shortened Space. The creature's Speed increases by 20 feet until the end of its next turn.Until the spell ends, whenever a creature enters the Sphere or ends its turn there, you can choose for it to receive one of these effects. A creature can be affected by this spell only once per turn." + ], + "duration": "10 minutes", + "id": "6c0e5247-c2fe-435f-bb2a-841e63ed05df", + "level": 4, + "locations": [ + { + "page": 38, + "sourcebook": "AU" + } + ], + "name": "Distorted Distance", + "range": "120 feet", + "school": "Illusion" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Druid", + "Artificer", + "Sorcerer", + "Wizard", + "Warlock", + "Paladin", + "Cleric", + "Ranger", + "Bard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": [ + "You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.", + "As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.", + "If a target drops to 0 Hit Points while in the dueling ground, the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground, the target doesn't die and instead has 0 Hit Points and the Unconscious condition, is Stable, and teleports to the nearest unoccupied space outside the dueling ground.", + "When only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown." + ], + "duration": "1 hour", + "id": "60956f71-9950-473f-90a7-b29750398d51", + "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "AU" + } + ], + "material": "A silk flag worth 100+ GP", + "name": "Dueling Ground", + "range": "Touch", + "ritual": true, + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "A tendril of inky darkness reaches out from you to drain life from a creature you can see within range.", + "The target makes a Dexterity saving throw. On a failed save, the target takes 6d8 Necrotic damage. On each of your subsequent turns, you can take a Bonus Action to deal 2d8 Necrotic damage to the target automatically. The spell ends if the target is ever outside the spell's range or it has Total Cover from you.", + "On a successful save, the target takes half the initial damage only, and the spell ends.", + "Whenever this spell deals damage to a target, you regain Hit Points equal to half the amount of Necrotic damage dealt." + ], + "duration": "1 minute", + "id": "fa724848-4751-49f3-9a4a-b7454942fafd", + "level": 5, + "locations": [ + { + "page": 38, + "sourcebook": "AU" + } + ], + "name": "Enervation", + "range": "60 feet", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You create dozens of illusory mirrors to confuse up to three creatures of your choice that you can see within range.", + "Each target makes an Intelligence saving throw. On a failed save, a target takes 7d6 Psychic damage and has the Stunned condition. While the target is Stunned, its Speed is halved. On a successful save, a target takes half as much damage only.", + "A Stunned target repeats the Intelligence saving throw at the end of each of its turns, ending the spell on itself on a success." + ], + "duration": "1 minute", + "id": "c116753d-9a5a-46ed-87e2-8eff06431d18", + "level": 8, + "locations": [ + { + "page": 39, + "sourcebook": "AU" + } + ], + "material": "A mirror shard", + "name": "Entrancing Mirrors", + "range": "90 feet", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": [ + "A 60-foot-long, 10-foot-wide Line of miasma blasts from you in a direction you choose. Each creature in the Line must make a Constitution saving throw. On a failed save, a target takes 4d10 Necrotic damage and has the Poisoned condition for the duration.", + "A creature Poisoned by this spell takes 2d10 Poison damage at the start of each of its turns. At the end of each of its turns, a Poisoned target repeats the save, ending the spell on itself on a success." + ], + "duration": "1 minute", + "id": "bd8d7851-8b25-40e7-b8d8-66003fa5e8a8", + "level": 4, + "locations": [ + { + "page": 39, + "sourcebook": "AU" + } + ], + "name": "Festering Blast", + "range": "Self", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "You cause a creature to receive conflicting visions of multiple possible futures. Choose a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 12d10 Psychic damage and has Disadvantage on D20 Tests for the duration. On a successful save, the target takes half as much damage only, and the spell ends.", + "At the end of each of its turns, an affected target repeats the save, ending the spell on a success." + ], + "duration": "1 minute", + "id": "3118a5c1-4416-4db6-b976-88224e596a21", + "level": 7, + "locations": [ + { + "page": 40, + "sourcebook": "AU" + } + ], + "name": "Fractured Awareness", + "range": "120 feet", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "Skeletal hands burst from an area on the ground within range. The area consists of up to four 10-foot squares, which you arrange as you like. Each square must be contiguous with at least one other square. That area is Difficult Terrain for your enemies.", + "Any enemy in that area when the skeletal hands appear makes a Strength saving throw. On a failed save, a creature takes 6d6 Necrotic damage, and until the end of its next turn, the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn." + ], + "duration": "1 minute", + "id": "e9e21dc4-6541-43c4-b704-c8e8d43afd75", + "level": 5, + "locations": [ + { + "page": 40, + "sourcebook": "AU" + } + ], + "material": "A handful of grave dirt", + "name": "Grave Ground", + "range": "120 feet", + "school": "Necromancy" + }, + { + "casting_time": "10 minutes", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You peer backward through the fabric of time. You see visions of events that occurred within range throughout the past 10 years, racing by at approximately 1 day per second. Throughout the spell's duration, you can freely slow down, pause, rewind, or fast-forward through these visions." + ], + "duration": "1 hour", + "id": "dd07ed3c-29b0-48b5-8988-1fba7287be69", + "level": 9, + "locations": [ + { + "page": 40, + "sourcebook": "AU" + } + ], + "material": "A tiny hourglass worth 500+ GP, which the spell consumes", + "name": "Hindsight", + "range": "500 feet", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "S" + ], + "concentration": true, + "desc": [ + "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space as if it were a creature. The illusion is tangible because of the shadow material used to create it but has Immunity to all damage and conditions.", + "When the illusion appears, any enemy that can see it makes a Wisdom saving throw. On a failed save, the creature drops whatever it's holding and has the Frightened condition for the duration. If a creature Frightened in this way ends its turn in a space where it doesn't have line of sight to the illusion, the creature repeats the saving throw, ending the condition on itself on a success.", + "As a Bonus Action, you can move the illusion up to 60 feet. At any point during its movement, you can cause the shadowy dragon to exhale a blast of energy in a 60-foot Cone. Each creature in the Cone makes an Intelligence saving throw, taking 6d6 Acid, Cold, Fire, Lightning, Necrotic, or Poison damage (your choice when you create the dragon) on a failed save or half as much damage on a successful one.", + "A creature that takes a Study action to examine the dragon can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image and has Advantage on saving throws to end the Frightened condition it caused and to resist its exhalation." + ], + "duration": "1 minute", + "id": "cf44ea6c-a152-429e-8a72-7e6b8d6f4ba4", + "level": 8, + "locations": [ + { + "page": 40, + "sourcebook": "AU" + } + ], + "name": "Illusory Dragon", + "range": "120 feet", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "You inflict self-doubt on a creature you can see within range. The target must succeed on a Wisdom saving throw or have Disadvantage on D20 Tests for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." + ], + "duration": "1 minute", + "id": "c3426464-d63d-4b01-880c-af17442ffa89", + "level": 3, + "locations": [ + { + "page": 40, + "sourcebook": "AU" + } + ], + "name": "Inflict Doubt", + "range": "120 feet", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You have Immunity to all damage until the spell ends." + ], + "duration": "1 minute", + "id": "c583b0c3-5fa1-4f39-8d1e-2c7e725a3619", + "level": 9, + "locations": [ + { + "page": 41, + "sourcebook": "AU" + } + ], + "material": "A piece of adamantine worth 500+ GP, which the spell consumes", + "name": "Invulnerability", + "range": "Self", + "school": "Abjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "One willing creature you touch transforms into living metal. Until the spell ends, the target's Exhaustion level can't increase; the target has Resistance to Bludgeoning, Fire, Piercing, and Slashing damage; and it has Immunity to Poison damage and the Paralyzed, Petrified, and Poisoned conditions. If the target is Paralyzed, Petrified, or Poisoned when you cast the spell, those conditions immediately end for the target." + ], + "duration": "1 hour", + "id": "9f584a95-1ada-4851-8017-46126d261a29", + "level": 8, + "locations": [ + { + "page": 41, + "sourcebook": "AU" + } + ], + "material": "Diamond dust worth 250+ GP, which the spell consumes", + "name": "Iron Body", + "range": "Touch", + "school": "Transmutation" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Druid", + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "A ring of crackling electricity fills a 10-foot Emanation originating from you. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, you can force that creature to make a Constitution saving throw. On a failed save, the creature takes 3d6 Lightning damage plus 3d6 Thunder damage, and it has the Deafened condition for 1 minute. On a successful save, the creature takes half as much damage only.", + "As a Magic action while the spell is active, you can emit a 60-foot-long, 5-foot-wide Line out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one." + ], + "duration": "10 minutes", + "id": "34ea3783-3090-45ce-8402-fea0508d5509", + "level": 8, + "locations": [ + { + "page": 41, + "sourcebook": "AU" + } + ], + "material": "A bit of fur and a glass ring", + "name": "Lightning Ring", + "range": "Self", + "school": "Evocation" + }, + { + "casting_time": "Reaction, which you take when you fail a D20 Test or when a creature hits you with an attack roll", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": [ + "You have a powerful sixth sense that guides you at just the right time. Turn the roll of your failed D20 Test into a 20, or turn the roll of the triggering attack roll into a 1." + ], + "duration": "Instantaneous", + "id": "9ca15a0c-a4db-4867-b86e-db0673c424f0", + "level": 8, + "locations": [ + { + "page": 42, + "sourcebook": "AU" + } + ], + "name": "Moment of Prescience", + "range": "Self", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": [ + "You recover up to two expended spell slots of level 2 or lower." + ], + "duration": "Instantaneous", + "id": "07a0b04f-07bf-4b45-8df5-6b71735e6e7f", + "level": 5, + "locations": [ + { + "page": 42, + "sourcebook": "AU" + } + ], + "name": "Mordenkainen's Lucubration", + "range": "Self", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Wizard" + ], + "components": [ + "V", + "M" + ], + "desc": [ + "You send ribbons of negative energy at one creature you can see within range. If the target isn't Undead, it makes a Constitution saving throw, taking 3d10 + 25 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders for 24 hours, after which it acts according to its nature.", + "If the target is Undead, it gains 3d10 Temporary Hit Points." + ], + "duration": "Instantaneous", + "id": "a26f666d-9a3b-4ee8-b8a4-8d86c46ea37c", + "level": 5, + "locations": [ + { + "page": 42, + "sourcebook": "AU" + } + ], + "material": "A broken bone and a square of black silk", + "name": "Negative Energy Flood", + "range": "60 feet", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V" + ], + "desc": [ + "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it takes 6d8 Force damage and has the Charmed condition for the duration. Otherwise, it takes 6d8 Force damage only.", + "While the target is Charmed, its Speed can be no more than 10 feet, and it has Disadvantage on D20 Tests except Constitution saving throws. In addition, when the target tries to cast a spell, it must first succeed on a Constitution saving throw, or 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.", + "At the end of each of its turns, the Charmed target makes a Constitution saving throw, ending the spell on itself on a successful save." + ], + "duration": "1 minute", + "id": "6b4f08a5-2d99-48f8-ac82-787286f5acee", + "level": 7, + "locations": [ + { + "page": 42, + "sourcebook": "AU" + } + ], + "name": "Power Word Pain", + "range": "60 feet", + "school": "Enchantment" + }, + { + "casting_time": "Reaction, which you take when a creature you can see within 60 feet of you fails a D20 Test", + "classes": [ + "Warlock", + "Cleric", + "Bard", + "Wizard" + ], + "components": [ + "S" + ], + "desc": [ + "You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate." + ], + "duration": "Instantaneous", + "id": "2c51420a-e889-4e1d-9159-ec7277b8e3e8", + "level": 7, + "locations": [ + { + "page": 42, + "sourcebook": "AU" + } + ], + "name": "Reweave Fate", + "range": "60 feet", + "school": "Divination" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Artificer", + "Cleric", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": [ + "You conjure a floating, ghostly black lantern that hovers above you and sheds Dim Light in a 60-foot radius. When an enemy dies within this Dim Light, a fragment of the creature's soul flies into the lantern. The lantern can hold a number of soul fragments equal to your spellcasting ability modifier, and those fragments dissipate when the spell ends.", + "As a Bonus Action, you can expend a soul fragment to create one of the following effects.", + " Drain Life. The soul fragment darts at a creature of your choice that you can see within 60 feet of yourself. The target makes a Constitution saving throw, taking Necrotic damage equal to 4d8 plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.", + " Repair Undead. The soul fragment flies into an Undead creature of your choice that you can see within 60 feet of yourself. That creature regains Hit Points equal to 4d8 plus your spellcasting ability modifier.", + " Ward Ally. The soul fragment darts around a creature of your choice that you can see within 60 feet of yourself. Other creatures have Disadvantage on attack rolls against the chosen creature until the start of your next turn." + ], + "duration": "10 minutes", + "id": "baf797ec-0a70-44f2-aea8-523f2c6aeb4b", + "level": 5, + "locations": [ + { + "page": 43, + "sourcebook": "AU" + } + ], + "material": "A black lantern", + "name": "Spirit Lantern", + "range": "Self", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You call forth the spirit of a primeval dinosaur. It manifests in an unoccupied space that you can see within range and uses the Dinosaur Spirit stat block. When you cast the spell, choose Ankylosaur, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the creature takes the Dodge action and uses its movement to avoid danger." + ], + "duration": "1 hour", + "id": "6b83d941-0084-4925-ae06-64ddcb499ea0", + "level": 6, + "locations": [ + { + "page": 43, + "sourcebook": "AU" + } + ], + "material": "Polished scale worth 600+ GP", + "name": "Summon Dinosaur", + "range": "90 feet", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Ranger" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You call forth the spirit of an animated plant. It manifests in an unoccupied space that you can see within range and uses the Plant Spirit stat block. When you cast the spell, choose Fungus, Tree, or Vine. The creature resembles a plant of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.", + "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger." + ], + "duration": "1 hour", + "id": "b26d9fd0-f69c-4293-9bb5-759387dc84e8", + "level": 5, + "locations": [ + { + "page": 44, + "sourcebook": "AU" + } + ], + "material": "Herbs worth 500+ GP", + "name": "Summon Plant", + "range": "90 feet", + "school": "Conjuration" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": [ + "For the duration, your appearance becomes otherworldly and alluring. One creature of your choice that you can see within 60 feet of you must succeed on a Charisma saving throw or have the Charmed condition for the duration.", + "While Charmed, the target has the Incapacitated condition, and if the target is more than 5 feet away from you, it moves on its turn toward you by the most direct route, trying to get within 5 feet of you. If the Charmed creature ends its turn within 5 feet of you, it takes 4d8 Psychic damage.", + "The target doesn't avoid Opportunity Attacks when moving toward you, but before moving into damaging terrain (such as lava or a pit), the target repeats the save, ending the spell on itself on a success.", + "Until the spell ends, you can take a Magic action on subsequent turns to target another creature, but you can't target a creature again if it has succeeded on a save against this casting of the spell." + ], + "duration": "1 minute", + "id": "f178e324-6266-4aec-b484-f1787e203f06", + "level": 7, + "locations": [ + { + "page": 44, + "sourcebook": "AU" + } + ], + "name": "Transfix", + "range": "Self", + "school": "Enchantment" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Artificer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You create illusory obstacles such as rocks or spikes in an attempt to confuse up to three creatures you can see within range, affecting their ability to move. Each target makes an Intelligence saving throw. On a failed save, a target's Speed is halved, and it can't take the Dash action. A hampered target repeats the save at the end of each of its turns, ending the spell on itself on a success." + ], + "duration": "1 minute", + "id": "07d0da50-3645-4c43-8797-6a289a851015", + "level": 2, + "locations": [ + { + "page": 44, + "sourcebook": "AU" + } + ], + "material": "A distorted lens", + "name": "Uncertain Footing", + "range": "120 feet", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Bard", + "Wizard" + ], + "components": [ + "V", + "S" + ], + "desc": [ + "You trick a creature you can see within range into believing it is watching itself and its surroundings crumble away, as if eons were passing in moments. The target must succeed on an Intelligence saving throw or take 10d12 Psychic damage and have the Paralyzed condition for the duration.", + "While Paralyzed, the target repeats the save at the end of each of its turns. On a failed save, it gains 1 Exhaustion level. On a successful save, the spell ends. The spell ends early if someone within 5 feet of the target takes an action to shake it free from the illusion." + ], + "duration": "1 minute", + "id": "6fd536a9-9208-4f47-bf7c-2f524d5f3180", + "level": 9, + "locations": [ + { + "page": 45, + "sourcebook": "AU" + } + ], + "name": "Vision of Elapsing Eons", + "range": "120 feet", + "school": "Illusion" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V" + ], + "desc": [ + "You emit a terrible scream that can kill those who hear it. Choose up to ten creatures within range. Each target with 50 Hit Points or fewer dies. Targets with more than 50 Hit Points make a Constitution saving throw. On a failed save, a target takes 12d10 Psychic damage and has the Deafened condition for 1 hour. On a successful save, a target takes half as much damage only. A target is unaffected by the spell if it can't hear you." + ], + "duration": "Instantaneous", + "id": "f81dd857-5623-44bc-842e-448a8d5ca285", + "level": 9, + "locations": [ + { + "page": 45, + "sourcebook": "AU" + } + ], + "name": "Wail of the Banshee", + "range": "60 feet", + "school": "Necromancy" + }, + { + "casting_time": "Bonus action", + "classes": [ + "Warlock", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "concentration": true, + "desc": [ + "You evoke a nimbus of flickering gray light around your body. For the duration, you can take a Magic action to emit a wave of gray light in a 60-foot Cone. Creatures in that area must succeed on a Constitution saving throw or gain 1 Exhaustion level. This spell can't increase a creature's Exhaustion level above 4.", + "Exhaustion levels gained from this spell are removed when the spell ends." + ], + "duration": "1 minute", + "id": "a46c439f-f49c-4cac-ab4e-b8158370db3a", + "level": 5, + "locations": [ + { + "page": 45, + "sourcebook": "AU" + } + ], + "material": "A piece of dried meat", + "name": "Waves of Exhaustion", + "range": "Self", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": [ + "You invoke both death and life in a 10-foot-radius Sphere centered on a point within range. Each creature of your choice in that area makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one. Nonmagical plants in that area that aren't creatures, such as trees and shrubs, wither.", + "In addition, one creature of your choice in that area can roll one of its unexpended Hit Point Dice and regain a number of Hit Points equal to the roll plus your spellcasting ability modifier. That die is then expended." + ], + "duration": "Instantaneous", + "id": "2a1a6667-c1b3-4e2a-9899-fe49064a7aa2", + "level": 2, + "locations": [ + { + "page": 45, + "sourcebook": "AU" + } + ], + "material": "A withered vine twisted into a loop", + "name": "Wither and Bloom", + "range": "60 feet", + "school": "Necromancy" + }, + { + "casting_time": "Action", + "classes": [ + "Warlock", + "Bard" + ], + "components": [ + "V", + "S" + ], + "desc": [ + "A magical zone of amicability radiates from you in a 60-foot Emanation for the duration. When you make an ability check to influence a creature in that area, you can treat a d20 roll of 9 or lower as a 10." + ], + "duration": "10 minutes", + "id": "04fceb21-c180-4502-8e6f-17a1c0c96dd8", + "level": 4, + "locations": [ + { + "page": 45, + "sourcebook": "AU" + } + ], + "name": "Zone of Amicability", + "range": "Self", + "school": "Enchantment" } ] From 2b899cb21846e38270b299b27bc6d9d780e3b3d9 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Thu, 10 Sep 2026 01:18:36 -0400 Subject: [PATCH 3/5] Update spell list count in test. --- SpellbookTests/ParsingTests.swift | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SpellbookTests/ParsingTests.swift b/SpellbookTests/ParsingTests.swift index 1b174b2..ad4d363 100644 --- a/SpellbookTests/ParsingTests.swift +++ b/SpellbookTests/ParsingTests.swift @@ -13,6 +13,6 @@ import XCTest class ParsingTests: XCTestCase { func testParseSpellList() { let state = SpellbookAppState() - XCTAssert(state.spellList.count == 941) + XCTAssert(state.spellList.count == 974) } } From f65f6028cf9c1735fb1b43c88c2532f3df6758c2 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Thu, 10 Sep 2026 01:23:02 -0400 Subject: [PATCH 4/5] Replace UUIDs from Android app with integer IDs (for now). --- Data/Spells.json | 66 ++++++++++++++++++++++++------------------------ 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/Data/Spells.json b/Data/Spells.json index 0536ec8..fc9f577 100644 --- a/Data/Spells.json +++ b/Data/Spells.json @@ -27821,7 +27821,7 @@ "An aura of alacrity radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on Dexterity saving throws. When an affected creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the save and only half damage if it fails. A creature with the Incapacitated condition doesn't gain any benefit from being in the aura." ], "duration": "1 minute", - "id": "9396603c-3abc-42a5-a787-326578fa3c96", + "id": 942, "level": 7, "locations": [ { @@ -27853,7 +27853,7 @@ "If you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's game statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends. Your familiar reverts to its previous form when Battle Familiar ends." ], "duration": "1 hour", - "id": "6c99c705-77e1-46d1-81a8-f689ceed7c03", + "id": 943, "level": 2, "locations": [ { @@ -27882,7 +27882,7 @@ "You make a calming gesture, and up to three willing creatures of your choice that you can see within range have the Unconscious condition for the spell's duration. The spell ends on a target if it takes damage or another creature takes an action to shake it awake. If a target has the Unconscious condition from this spell for the full duration, that target gains the benefits of finishing a Short Rest, and it can't be affected by this spell again until it finishes a Long Rest." ], "duration": "10 minutes", - "id": "05ecff85-d64c-4a5c-9540-2795fa4d67d7", + "id": 944, "level": 3, "locations": [ { @@ -27913,7 +27913,7 @@ "A nonmagical object that isn't being worn or carried also takes the damage if it's in the Emanation, and the object starts burning if it's flammable." ], "duration": "Instantaneous", - "id": "18a35a8b-9d8e-4a7e-b504-0fce9c44b0d9", + "id": 945, "level": 9, "locations": [ { @@ -27942,7 +27942,7 @@ "A distracting melody momentarily fills a 20-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a target loses Concentration, and it has Disadvantage on Constitution saving throws to maintain Concentration for the spell's duration." ], "duration": "1 minute", - "id": "dffb4e80-a257-4b79-bd2c-444f73170b92", + "id": 946, "level": 2, "locations": [ { @@ -27973,7 +27973,7 @@ "Shortened Space. The creature's Speed increases by 20 feet until the end of its next turn.Until the spell ends, whenever a creature enters the Sphere or ends its turn there, you can choose for it to receive one of these effects. A creature can be affected by this spell only once per turn." ], "duration": "10 minutes", - "id": "6c0e5247-c2fe-435f-bb2a-841e63ed05df", + "id": 947, "level": 4, "locations": [ { @@ -28010,7 +28010,7 @@ "When only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown." ], "duration": "1 hour", - "id": "60956f71-9950-473f-90a7-b29750398d51", + "id": 948, "level": 2, "locations": [ { @@ -28043,7 +28043,7 @@ "Whenever this spell deals damage to a target, you regain Hit Points equal to half the amount of Necrotic damage dealt." ], "duration": "1 minute", - "id": "fa724848-4751-49f3-9a4a-b7454942fafd", + "id": 949, "level": 5, "locations": [ { @@ -28075,7 +28075,7 @@ "A Stunned target repeats the Intelligence saving throw at the end of each of its turns, ending the spell on itself on a success." ], "duration": "1 minute", - "id": "c116753d-9a5a-46ed-87e2-8eff06431d18", + "id": 950, "level": 8, "locations": [ { @@ -28105,7 +28105,7 @@ "A creature Poisoned by this spell takes 2d10 Poison damage at the start of each of its turns. At the end of each of its turns, a Poisoned target repeats the save, ending the spell on itself on a success." ], "duration": "1 minute", - "id": "bd8d7851-8b25-40e7-b8d8-66003fa5e8a8", + "id": 951, "level": 4, "locations": [ { @@ -28135,7 +28135,7 @@ "At the end of each of its turns, an affected target repeats the save, ending the spell on a success." ], "duration": "1 minute", - "id": "3118a5c1-4416-4db6-b976-88224e596a21", + "id": 952, "level": 7, "locations": [ { @@ -28165,7 +28165,7 @@ "Any enemy in that area when the skeletal hands appear makes a Strength saving throw. On a failed save, a creature takes 6d6 Necrotic damage, and until the end of its next turn, the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn." ], "duration": "1 minute", - "id": "e9e21dc4-6541-43c4-b704-c8e8d43afd75", + "id": 953, "level": 5, "locations": [ { @@ -28193,7 +28193,7 @@ "You peer backward through the fabric of time. You see visions of events that occurred within range throughout the past 10 years, racing by at approximately 1 day per second. Throughout the spell's duration, you can freely slow down, pause, rewind, or fast-forward through these visions." ], "duration": "1 hour", - "id": "dd07ed3c-29b0-48b5-8988-1fba7287be69", + "id": 954, "level": 9, "locations": [ { @@ -28222,7 +28222,7 @@ "A creature that takes a Study action to examine the dragon can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image and has Advantage on saving throws to end the Frightened condition it caused and to resist its exhalation." ], "duration": "1 minute", - "id": "cf44ea6c-a152-429e-8a72-7e6b8d6f4ba4", + "id": 955, "level": 8, "locations": [ { @@ -28251,7 +28251,7 @@ "You inflict self-doubt on a creature you can see within range. The target must succeed on a Wisdom saving throw or have Disadvantage on D20 Tests for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." ], "duration": "1 minute", - "id": "c3426464-d63d-4b01-880c-af17442ffa89", + "id": 956, "level": 3, "locations": [ { @@ -28278,7 +28278,7 @@ "You have Immunity to all damage until the spell ends." ], "duration": "1 minute", - "id": "c583b0c3-5fa1-4f39-8d1e-2c7e725a3619", + "id": 957, "level": 9, "locations": [ { @@ -28308,7 +28308,7 @@ "One willing creature you touch transforms into living metal. Until the spell ends, the target's Exhaustion level can't increase; the target has Resistance to Bludgeoning, Fire, Piercing, and Slashing damage; and it has Immunity to Poison damage and the Paralyzed, Petrified, and Poisoned conditions. If the target is Paralyzed, Petrified, or Poisoned when you cast the spell, those conditions immediately end for the target." ], "duration": "1 hour", - "id": "9f584a95-1ada-4851-8017-46126d261a29", + "id": 958, "level": 8, "locations": [ { @@ -28340,7 +28340,7 @@ "As a Magic action while the spell is active, you can emit a 60-foot-long, 5-foot-wide Line out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one." ], "duration": "10 minutes", - "id": "34ea3783-3090-45ce-8402-fea0508d5509", + "id": 959, "level": 8, "locations": [ { @@ -28366,7 +28366,7 @@ "You have a powerful sixth sense that guides you at just the right time. Turn the roll of your failed D20 Test into a 20, or turn the roll of the triggering attack roll into a 1." ], "duration": "Instantaneous", - "id": "9ca15a0c-a4db-4867-b86e-db0673c424f0", + "id": 960, "level": 8, "locations": [ { @@ -28391,7 +28391,7 @@ "You recover up to two expended spell slots of level 2 or lower." ], "duration": "Instantaneous", - "id": "07a0b04f-07bf-4b45-8df5-6b71735e6e7f", + "id": 961, "level": 5, "locations": [ { @@ -28418,7 +28418,7 @@ "If the target is Undead, it gains 3d10 Temporary Hit Points." ], "duration": "Instantaneous", - "id": "a26f666d-9a3b-4ee8-b8a4-8d86c46ea37c", + "id": 962, "level": 5, "locations": [ { @@ -28448,7 +28448,7 @@ "At the end of each of its turns, the Charmed target makes a Constitution saving throw, ending the spell on itself on a successful save." ], "duration": "1 minute", - "id": "6b4f08a5-2d99-48f8-ac82-787286f5acee", + "id": 963, "level": 7, "locations": [ { @@ -28475,7 +28475,7 @@ "You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate." ], "duration": "Instantaneous", - "id": "2c51420a-e889-4e1d-9159-ec7277b8e3e8", + "id": 964, "level": 7, "locations": [ { @@ -28508,7 +28508,7 @@ " Ward Ally. The soul fragment darts around a creature of your choice that you can see within 60 feet of yourself. Other creatures have Disadvantage on attack rolls against the chosen creature until the start of your next turn." ], "duration": "10 minutes", - "id": "baf797ec-0a70-44f2-aea8-523f2c6aeb4b", + "id": 965, "level": 5, "locations": [ { @@ -28537,7 +28537,7 @@ "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the creature takes the Dodge action and uses its movement to avoid danger." ], "duration": "1 hour", - "id": "6b83d941-0084-4925-ae06-64ddcb499ea0", + "id": 966, "level": 6, "locations": [ { @@ -28567,7 +28567,7 @@ "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger." ], "duration": "1 hour", - "id": "b26d9fd0-f69c-4293-9bb5-759387dc84e8", + "id": 967, "level": 5, "locations": [ { @@ -28599,7 +28599,7 @@ "Until the spell ends, you can take a Magic action on subsequent turns to target another creature, but you can't target a creature again if it has succeeded on a save against this casting of the spell." ], "duration": "1 minute", - "id": "f178e324-6266-4aec-b484-f1787e203f06", + "id": 968, "level": 7, "locations": [ { @@ -28629,7 +28629,7 @@ "You create illusory obstacles such as rocks or spikes in an attempt to confuse up to three creatures you can see within range, affecting their ability to move. Each target makes an Intelligence saving throw. On a failed save, a target's Speed is halved, and it can't take the Dash action. A hampered target repeats the save at the end of each of its turns, ending the spell on itself on a success." ], "duration": "1 minute", - "id": "07d0da50-3645-4c43-8797-6a289a851015", + "id": 969, "level": 2, "locations": [ { @@ -28659,7 +28659,7 @@ "While Paralyzed, the target repeats the save at the end of each of its turns. On a failed save, it gains 1 Exhaustion level. On a successful save, the spell ends. The spell ends early if someone within 5 feet of the target takes an action to shake it free from the illusion." ], "duration": "1 minute", - "id": "6fd536a9-9208-4f47-bf7c-2f524d5f3180", + "id": 970, "level": 9, "locations": [ { @@ -28685,7 +28685,7 @@ "You emit a terrible scream that can kill those who hear it. Choose up to ten creatures within range. Each target with 50 Hit Points or fewer dies. Targets with more than 50 Hit Points make a Constitution saving throw. On a failed save, a target takes 12d10 Psychic damage and has the Deafened condition for 1 hour. On a successful save, a target takes half as much damage only. A target is unaffected by the spell if it can't hear you." ], "duration": "Instantaneous", - "id": "f81dd857-5623-44bc-842e-448a8d5ca285", + "id": 971, "level": 9, "locations": [ { @@ -28715,7 +28715,7 @@ "Exhaustion levels gained from this spell are removed when the spell ends." ], "duration": "1 minute", - "id": "a46c439f-f49c-4cac-ab4e-b8158370db3a", + "id": 972, "level": 5, "locations": [ { @@ -28745,7 +28745,7 @@ "In addition, one creature of your choice in that area can roll one of its unexpended Hit Point Dice and regain a number of Hit Points equal to the roll plus your spellcasting ability modifier. That die is then expended." ], "duration": "Instantaneous", - "id": "2a1a6667-c1b3-4e2a-9899-fe49064a7aa2", + "id": 973, "level": 2, "locations": [ { @@ -28772,7 +28772,7 @@ "A magical zone of amicability radiates from you in a 60-foot Emanation for the duration. When you make an ability check to influence a creature in that area, you can treat a d20 roll of 9 or lower as a 10." ], "duration": "10 minutes", - "id": "04fceb21-c180-4502-8e6f-17a1c0c96dd8", + "id": 974, "level": 4, "locations": [ { From 2852d2d16093d34e7e7a3144dd118347edea4f63 Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Thu, 10 Sep 2026 09:48:25 -0400 Subject: [PATCH 5/5] Update format of descriptions in JSON. --- Data/Spells.json | 1120 +++++++++++++++++++++------------------------- 1 file changed, 508 insertions(+), 612 deletions(-) diff --git a/Data/Spells.json b/Data/Spells.json index fc9f577..127117e 100644 --- a/Data/Spells.json +++ b/Data/Spells.json @@ -541,7 +541,7 @@ "M" ], "concentration": false, - "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", + "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut\u2014something that can happen only when an effect specifically states that it does\u2014your soul and body are separated, killing you instantly.\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "duration": "Special", "higher_level": "", "id": 18, @@ -2237,7 +2237,7 @@ "M" ], "concentration": false, - "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 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 circumstance occurs. You describe that circumstance 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.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe 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.", + "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as 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 circumstance occurs. You describe that circumstance 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.\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.\nThe 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.", "duration": "10 days", "higher_level": "", "id": 73, @@ -3005,7 +3005,7 @@ "M" ], "concentration": true, - "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", + "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.\nYou initially learn the surface thoughts of the creature \u2014 what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\nQuestions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\nYou can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.\nOnce you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "duration": "Up to 1 minute", "higher_level": "", "id": 97, @@ -3068,7 +3068,7 @@ "S" ], "concentration": false, - "desc": "You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", + "desc": "You make yourself \u2014 including your clothing, armor, weapons, and other belongings on your person \u2014 look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "higher_level": "", "id": 99, @@ -3501,7 +3501,7 @@ "M" ], "concentration": true, - "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", + "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\nThe ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken.\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone.\nThis spell can have additional effects depending on the terrain in the area, as determined by the DM.\nFissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 \u00c3\u2014 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\nA fissure that opens beneath a structure causes it to automatically collapse (see below).\nStructures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "duration": "Up to 1 minute", "higher_level": "", "id": 113, @@ -4179,7 +4179,7 @@ "sourcebook": "PHB" } ], - "material": "A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100gp and an object from the location you wish to find.", + "material": "A set of divinatory tools\u2014such as bones, ivory sticks, cards, teeth, or carved runes\u2014worth 100gp and an object from the location you wish to find.", "name": "Find the Path", "range": "Self", "ritual": false, @@ -6494,7 +6494,7 @@ "M" ], "concentration": true, - "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", + "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "duration": "Up to 1 hour", "higher_level": "", "id": 207, @@ -6530,7 +6530,7 @@ "M" ], "concentration": true, - "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", + "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\nThe spell can locate a specific object known to you, as long as you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "duration": "Up to 10 minutes", "higher_level": "", "id": 208, @@ -7206,7 +7206,7 @@ "M" ], "concentration": false, - "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", + "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\nIf you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "duration": "1 minute", "higher_level": "", "id": 229, @@ -7559,7 +7559,7 @@ "sourcebook": "PHB" } ], - "material": "An iron blade and a small bag containing a mixture of soils—clay, loam, and sand.", + "material": "An iron blade and a small bag containing a mixture of soils\u2014clay, loam, and sand.", "name": "Move Earth", "range": "120 feet", "ritual": false, @@ -7674,7 +7674,7 @@ "M" ], "concentration": true, - "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", + "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration.\nNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.\nA disintegrate spell targeting the globe destroys it without harming anything inside it.", "duration": "Up to 1 minute", "higher_level": "", "id": 244, @@ -8268,7 +8268,7 @@ "S" ], "concentration": false, - "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", + "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\nThe wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.\nThe wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.\nThe wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n1. Red.\n The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n2. Orange.\n The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n3. Yellow.\n The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n4. Green.\n The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5. Blue.\n The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n6. Indigo.\n On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.\nWhile this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n7. Violet.\n On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "duration": "10 minutes", "higher_level": "", "id": 263, @@ -8530,7 +8530,7 @@ "M" ], "concentration": false, - "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", + "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\nComing back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "duration": "Instantaneous", "higher_level": "", "id": 271, @@ -8716,7 +8716,7 @@ "M" ], "concentration": false, - "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01–04\tDragonborn\n05–13\tDwarf, hill\n14–21\tDwarf, mountain\n22–25\tElf, dark\n26–34\tElf, high\n35–42\tElf, wood\n43–46\tGnome, forest\n47–52\tGnome, rock\n53–56\tHalf-elf\n57–60\tHalf-orc\n61–68\tHalfling, lightfoot\n69–76\tHalfling, stout\n77–96\tHuman\n97–00\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", + "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.\nThe magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n01\u201304\tDragonborn\n05\u201313\tDwarf, hill\n14\u201321\tDwarf, mountain\n22\u201325\tElf, dark\n26\u201334\tElf, high\n35\u201342\tElf, wood\n43\u201346\tGnome, forest\n47\u201352\tGnome, rock\n53\u201356\tHalf-elf\n57\u201360\tHalf-orc\n61\u201368\tHalfling, lightfoot\n69\u201376\tHalfling, stout\n77\u201396\tHuman\n97\u201300\tTiefling\n\nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "duration": "Instantaneous", "higher_level": "", "id": 277, @@ -9261,7 +9261,7 @@ "M" ], "concentration": false, - "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.", + "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "id": 294, @@ -9780,7 +9780,7 @@ "M" ], "concentration": true, - "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Up to 10 minutes", "higher_level": "", "id": 310, @@ -10287,7 +10287,7 @@ "V" ], "concentration": false, - "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01–100\tOn target\n\nAssociated object:\n01–100\tOn target\n\nVery familiar:\n01–05\tMishap\n06–13\tSimilar Area\n14–24\tOff Target\n25–100\tOn Target\n\nSeen casually:\n01–33\tMishap\n34–43\tSimilar Area\n44–53\tOff Target\n54–100\tOff Target\n\nViewed once:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\n\nDescription:\n01–43\tMishap\n44–53\tSimilar Area\n54–73\tOff Target\n74–100\tOn Target\n\nFalse destination:\n01–50\tMishap\n51–100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", + "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\nPermanent circle:\n01\u2013100\tOn target\n\nAssociated object:\n01\u2013100\tOn target\n\nVery familiar:\n01\u201305\tMishap\n06\u201313\tSimilar Area\n14\u201324\tOff Target\n25\u2013100\tOn Target\n\nSeen casually:\n01\u201333\tMishap\n34\u201343\tSimilar Area\n44\u201353\tOff Target\n54\u2013100\tOff Target\n\nViewed once:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\n\nDescription:\n01\u201343\tMishap\n44\u201353\tSimilar Area\n54\u201373\tOff Target\n74\u2013100\tOn Target\n\nFalse destination:\n01\u201350\tMishap\n51\u2013100\tSimilar Area\n\nFamiliarity. \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\nOn Target. You and your group (or the target object) appear where you want to.\nOff Target. You and your group (or the largest object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of lhe compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting crealure (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "duration": "Instantaneous", "higher_level": "", "id": 326, @@ -10317,7 +10317,7 @@ "M" ], "concentration": false, - "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", + "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence\u2014a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "duration": "1 round", "higher_level": "", "id": 327, @@ -11096,7 +11096,7 @@ "M" ], "concentration": false, - "desc": "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", + "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "duration": "1 hour", "higher_level": "", "id": 352, @@ -11966,7 +11966,7 @@ "M" ], "concentration": false, - "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n• A constant gust of wind in two locations of your choice\n• Spike growth in one location of your choice\n• Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", + "desc": "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog\nYou can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth\nYou can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians\nYou can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect\nYou can place your choice of one of the following magical effects within the warded area:\n\u2022 A constant gust of wind in two locations of your choice\n\u2022 Spike growth in one location of your choice\n\u2022 Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", "duration": "24 hours", "higher_level": "", "id": 381, @@ -12328,7 +12328,7 @@ "V" ], "concentration": true, - "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n• Your walking speed increases by 10 feet.\n• You gain darkvision with a range of 120 feet.\n• You make Strength-based attack rolls with advantage.\n• Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n• You gain 10 temporary hit points.\n• You make Constitution saving throws with advantage.\n• You make Dexterity- and Wisdom-based attack rolls with advantage.\n• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", + "desc": "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast\nBestial fur covers your body, your facial features become feral, and you gain the following benefits:\n\u2022 Your walking speed increases by 10 feet.\n\u2022 You gain darkvision with a range of 120 feet.\n\u2022 You make Strength-based attack rolls with advantage.\n\u2022 Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree\nYour skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n\u2022 You gain 10 temporary hit points.\n\u2022 You make Constitution saving throws with advantage.\n\u2022 You make Dexterity- and Wisdom-based attack rolls with advantage.\n\u2022 While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.", "duration": "Up to 1 minute", "higher_level": "", "id": 393, @@ -12358,7 +12358,7 @@ "S" ], "concentration": false, - "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", + "desc": "You seize the air and compel it to create one of the following effects at a point you can see within range.\n\u2022 One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n\u2022 You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.\n\u2022 You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", "duration": "Instantaneous", "higher_level": "", "id": 394, @@ -12531,7 +12531,7 @@ "M" ], "concentration": true, - "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", + "desc": "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command \u2014 such as \"attack my enemies,\", \"explore the room ahead,\" or \"bear this message to the queen\" \u2014 until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.", "duration": "Up to 1 hour", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", "id": 400, @@ -12594,7 +12594,7 @@ "S" ], "concentration": true, - "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", + "desc": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits.\n\u2022 You are immune to fire damage and have resistance to cold damage.\n\u2022 Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n\u2022 You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", "duration": "Up to 10 minutes", "higher_level": "", "id": 402, @@ -12625,7 +12625,7 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", + "desc": "Until the spell ends, ice rimes your body, and you gain the following benefits.\n\u2022 You are immune to cold damage and have resistance to fire damage.\n\u2022 You can move across difficult terrain created by ice or snow without spending extra movement.\n\u2022 The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\u2022 You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", "id": 403, @@ -12656,7 +12656,7 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", + "desc": "Until the spell ends, bits of rock spread across your body, and you gain the following benefits.\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\u2022 You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n\u2022 You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", "duration": "Up to 10 minutes", "higher_level": "", "id": 404, @@ -12687,7 +12687,7 @@ "S" ], "concentration": true, - "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n• Ranged weapon attacks made against you have disadvantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", + "desc": "Until the spell ends, wind whirls around you, and you gain the following benefits.\n\u2022 Ranged weapon attacks made against you have disadvantage on the attack roll.\n\u2022 You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n\u2022 You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", "duration": "Up to 10 minutes", "higher_level": "", "id": 405, @@ -13040,7 +13040,7 @@ "S" ], "concentration": false, - "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "desc": "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.\n\u2022 You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\n\u2022 If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", "id": 417, @@ -13331,7 +13331,7 @@ "S" ], "concentration": false, - "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", + "desc": "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.\n\u2022 You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.\n\u2022 You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n\u2022 You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n\u2022 You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Instantaneous or 1 hour (see below)", "higher_level": "", "id": 427, @@ -13721,7 +13721,7 @@ "M" ], "concentration": true, - "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n• You have advantage on attack rolls that you make with simple and martial weapons.\n• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n• You have proficiency with all armor, shields, simple weapons, and martial weapons.\n• You have proficiency in Strength and Constitution saving throws.\n• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", + "desc": "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends , you can't cast spells, and you gain the following benefits:\n\u2022 You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n\u2022 You have advantage on attack rolls that you make with simple and martial weapons.\n\u2022 When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n\u2022 You have proficiency with all armor, shields, simple weapons, and martial weapons.\n\u2022 You have proficiency in Strength and Constitution saving throws.\n\u2022 You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", "duration": "Up to 10 minutes", "higher_level": "", "id": 440, @@ -14052,7 +14052,7 @@ "V" ], "concentration": true, - "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "desc": "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.\nThe wind has the following effects.\n\u2022 It deafens you and other creatures in its area.\n\u2022 It extinguishes unprotected flames in its area that are torch-sized or smaller.\n\u2022 The area is difficult terrain for creatures other than you.\n\u2022 The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n\u2022 It hedges out vapor, gas, and fog that can be dispersed by strong wind.", "duration": "Up to 10 minutes", "higher_level": "", "id": 451, @@ -14378,7 +14378,7 @@ "M" ], "concentration": false, - "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", + "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).", "duration": "1 round", "higher_level": "", "id": 462, @@ -14410,7 +14410,7 @@ "M" ], "concentration": false, - "desc": "You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", + "desc": "You and up to eight willing creatures within range fall unconscious for the spell\u2019s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.\nTo cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world\u2019s existence, even if you don\u2019t know the world\u2019s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.\nThe spell ends early on a creature if that creature takes any damage, and the creature isn\u2019t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.", "duration": "6 hours", "higher_level": "", "id": 463, @@ -14441,7 +14441,7 @@ "M" ], "concentration": false, - "desc": "You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", + "desc": "You brandish the weapon used in the spell\u2019s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack\u2019s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell\u2019s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).", "duration": "Instantaneous", "higher_level": "", "id": 464, @@ -14502,7 +14502,7 @@ "V" ], "concentration": false, - "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", + "desc": "You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "higher_level": "", "id": 466, @@ -14531,7 +14531,7 @@ "V" ], "concentration": false, - "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "desc": "You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\nThis spell\u2019s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "1 round", "higher_level": "", "id": 467, @@ -14562,7 +14562,7 @@ "S" ], "concentration": true, - "desc": "You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", + "desc": "You call forth spirits of the dead, which flit around you for the spell\u2019s duration. The spirits are intangible and invulnerable.\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can\u2019t regain hit points until the start of your next turn.\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.", "id": 468, @@ -14592,9 +14592,9 @@ "M" ], "concentration": true, - "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell’s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.", + "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nABERRANT SPIRIT\nMedium aberration\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 40 + 10 for each spell level above 4th\nSpeed: 30 ft.; fly 30 ft. (hover) (Beholderkin only)\n\nSTR 16 (+3), DEX 10 (+0), CON 15 (+2)\nINT 16 (+3), WIS 10 (+0), CHA 6 (-2)\n\nDamage Immunities: psychic\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Deep Speech, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nRegeneration (Slaad Only)\nThe aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.\n\nWhispering Aura (Star Spawn Only)\nAt the start of each of the aberration\u2019s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn\u2019t incapacitated.\n\nACTIONS\nMultiattack\nThe aberration makes a number of attacks equal to half this spell\u2019s level (rounded down). \n\nClaws (Slaad Only).\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level slashing damage. If the target is a creature, it can\u2019t regain hit points until the start of the aberration\u2019s next turn.\n\nEye Ray (Beholderkin Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.\n\nPsychic Slam (Star Spawn Only)\nMelee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell\u2019s level psychic damage.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block.", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", "id": 469, "level": 4, "locations": [ @@ -14622,9 +14622,9 @@ "M" ], "concentration": true, - "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell’s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.", + "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nBESTIAL SPIRIT\nSmall beast\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd\nSpeed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)\n\nSTR 18 (+4), DEX 11 (+0), CON 16 (+3)\nINT 4 (-3), WIS 14 (+2), CHA 5 (-3)\n\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFlyby (Air Only)\nThe beast doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\n\nPack Tactics (Land and Water Only)\nThe beast has advantage on an attack roll against a creature if at least one of the beast\u2019s allies is within 5 feet of the creature and the ally isn\u2019t incapacitated.\n\nWater Breathing (Water Only)\nThe beast can breathe only underwater.\n\nACTIONS\nMultiattack\nThe beast makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nMaul\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level piercing damage.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell\u2019s level appears in the stat block.", "id": 470, "level": 2, "locations": [ @@ -14652,9 +14652,9 @@ "M" ], "concentration": true, - "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell’s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.", + "desc": "You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature\u2019s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCELESTIAL SPIRIT\nLarge celestial\n\nArmor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)\nHit Points: 40 + 10 for each spell level above 5th\nSpeed: 30 ft., fly 40 ft.\n\n STR 16 (+3), DEX 14 (+2), CON 16 (+3)\nINT 10 (+0), WIS 14 (+2), CHA 16 (+3)\n\nDamage Resistances: radiant\nCondition Immunities: charmed, frightened\nSenses: darkvision 60 ft., passive Perception 12\nLanguages: Celestial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe celestial makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nRadiant Bow (Avenger Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell\u2019s level radiant damage.\n\nRadiant Mace (Defender Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell\u2019s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gain 1d10 temporary hit points.\n\nHealing Touch (1/Day)\nThe celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell\u2019s level.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell\u2019s level appears in the stat block.", "id": 471, "level": 5, "locations": [ @@ -14682,9 +14682,9 @@ "M" ], "concentration": true, - "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", + "desc": "You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nCONSTRUCT SPIRIT\nMedium construct\n\nArmor Class: 13 + the level of the spell (natural armor)\nHit Points: 40 + 15 for each spell level above 3rd\nSpeed 30 ft.\n\nSTR 18 (+4), DEX 10 (+0), CON 18 (+4)\nINT 14 (+2), WIS 11 (+0), CHA 5 (-3)\n\nDamage Resistances: poison\nCondition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nHeated Body (Metal Only)\nA creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.\nStony Lethargy (Stone Only)\nWhen a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can\u2019t use reactions and its speed is halved until the start of its next turn.\n\nACTIONS\nMultiattack\nThe construct makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell\u2019s level bludgeoning damage.\n\nREACTIONS\nBerserk Lashing (Clay Only)\nWhen the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", "id": 472, "level": 4, "locations": [ @@ -14713,9 +14713,9 @@ "M" ], "concentration": true, - "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell’s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", + "desc": "You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nELEMENTAL SPIRIT\nMedium elemental\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 50 + 10 for each spell level above 3rd\nSpeed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)\n\nSTR 18 (+4), DEX 15 (+2), CON 17 (+3)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)\nDamage Immunities: poison; fire (Fire only)\nCondition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Primordial, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nAmorphous Form (Air, Fire, and Water Only)\nThe elemental can move through a space as narrow as 1 inch wide without squeezing.\n\nACTIONS\nMultiattack\nThe elemental makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nSlam\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell\u2019s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", "id": 473, "level": 4, "locations": [ @@ -14745,9 +14745,9 @@ "M" ], "concentration": true, - "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell’s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", + "desc": "You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFEY SPIRIT\nSmall fey\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 30 + 10 for each spell level above 3rd\nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 14 (+2)\nINT 14 (+2), WIS 11 (+0), CHA 16 (+3)\n\nCondition Immunities: charmed\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Sylvan, understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nACTIONS\nMultiattack\nThe fey makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nShortsword\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level piercing damage + 1d6 force damage.\n\nBONUS ACTIONS\nFey Step\n The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey\u2019s chosen mood.\n\nFuming\nThe fey has advantage on the next attack roll it makes before the end of this turn.\n\nMirthful\nThe fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.\n\nTricksy\nThe fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", "id": 474, "level": 3, "locations": [ @@ -14775,9 +14775,9 @@ "M" ], "concentration": true, - "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil’s Sight (Devil Only)\nMagical darkness doesn’t impede the fiend’s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell’s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.", + "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nFIENDISH SPIRIT\nLarge fiend\n\nArmor Class: 12 + the level of the spell (natural armor)\nHit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th\nSpeed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 10 (+0), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: fire\nDamage Immunities: poison\nCondition Immunities: poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: Abyssal, Infernal, telepathy 60 ft.\nChallenge: --\nProficiency Bonus: equals your bonus\n\nDeath Throes (Demon Only)\nWhen the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell\u2019s level fire damage on a failed save, or half as much damage on a successful one.\n\nDevil\u2019s Sight (Devil Only)\nMagical darkness doesn\u2019t impede the fiend\u2019s darkvision.\n\nMagic Resistance\nThe fiend has advantage on saving throws against spells and other magical effects.\n\nACTIONS\nMultiattack\nThe fiend makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nBite (Demon Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level necrotic damage.\n\nClaws (Yugoloth Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.\n\nHurl Flame (Devil Only)\nRanged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell\u2019s level fire damage. If the target is a flammable object that isn\u2019t being worn or carried, it also catches fire.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", "id": 475, "level": 6, "locations": [ @@ -14805,9 +14805,9 @@ "M" ], "concentration": true, - "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell’s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", + "desc": "You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and it uses its move to avoid danger.\n\nSHADOW SPIRIT\nMedium monstrosity\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 35 + 15 for each spell level above 3rd \nSpeed: 40 ft.\n\nSTR 13 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 16 (+3)\n\nDamage Resistances: necrotic\nCondition Immunities: frightened\nSenses: darkvision 120 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nTerror Frenzy (Fury Only)\nThe spirit has advantage on attack rolls against frightened creatures.\n\nWeight of Sorrow (Despair Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature\u2019s next turn.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half this spell\u2019s level (rounded down).\n\nChilling Rend\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell\u2019s level cold damage.\n\nDreadful Scream (1/Day)\nThe spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nBONUS ACTION\nShadow Stealth (Fear Only)\nWhile in dim light or darkness, the spirit takes the Hide action.", "duration": "Up to 1 hour", - "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.", + "higher_level": "When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears on the stat block.", "id": 476, "level": 3, "locations": [ @@ -14835,9 +14835,9 @@ "M" ], "concentration": true, - "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell’s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", + "desc": "You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature\u2019s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\n\nUNDEAD SPIRIT\nMedium undead\n\nArmor Class: 11 + the level of the spell (natural armor)\nHit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd\nSpeed: 30 ft., fly 40 ft. (hover) (Ghostly only)\n\nSTR 12 (+1), DEX 16 (+3), CON 15 (+2)\nINT 4 (-3), WIS 10 (+0), CHA 9 (-1)\n\nDamage Immunities: necrotic, poison\nCondition Immunities: exhaustion, frightened, paralyzed, poisoned\nSenses: darkvision 60 ft., passive Perception 10\nLanguages: understands the languages you speak\nChallenge: --\nProficiency Bonus: equals your bonus\n\nFestering Aura (Putrid Only)\nAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only)\nThe spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\nACTIONS\nMultiattack\nThe spirit makes a number of attacks equal to half the spell\u2019s level (rounded down).\n\nDeathly Touch (Ghostly Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell\u2019s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target\u2019s next turn.\n\nGrave Bolt (Skeletal Only)\nRanged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell\u2019s level necrotic damage.\n\nRotting Claw (Putrid Only)\nMelee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell\u2019s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.", "id": 477, "level": 3, "locations": [ @@ -14865,7 +14865,7 @@ "V" ], "concentration": false, - "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", + "desc": "You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "higher_level": "", "id": 478, @@ -14896,7 +14896,7 @@ "M" ], "concentration": true, - "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", + "desc": "A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.", "id": 479, @@ -14924,7 +14924,7 @@ "V" ], "concentration": false, - "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.", + "desc": "You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can\u2019t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell\u2019s other effects.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "id": 480, @@ -14955,7 +14955,7 @@ "M" ], "concentration": true, - "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n•You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n•You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n•Spectral wings appear on your back, giving you a flying speed of 40 feet.\n•You have a +2 bonus to AC.\n•All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n•You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", + "desc": "Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following bene its until the spell ends:\n\n\u2022You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).\n\u2022You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).\n\u2022Spectral wings appear on your back, giving you a flying speed of 40 feet.\n\u2022You have a +2 bonus to AC.\n\u2022All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n\u2022You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.", "duration": "Up to 1 minute", "higher_level": "", "id": 481, @@ -14990,18 +14990,18 @@ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.", "id": 482, "level": 1, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], "material": "", "name": "Distort Value", "range": "Touch", "ritual": false, "school": "Illusion", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 75 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15019,18 +15019,18 @@ "higher_level": "When you cast this spell using a spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd.", "id": 483, "level": 3, + "locations": [ + { + "page": 75, + "sourcebook": "AI" + } + ], "material": "", "name": "Fast Friends", "range": "30 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 75 - } - ] + "subclasses": [] }, { "casting_time": "1 reaction, which you take when you speak to another creature", @@ -15049,19 +15049,19 @@ "higher_level": "", "id": 484, "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "", - "royalty": "2 gp", "name": "Gift of Gab", "range": "Self", "ritual": false, + "royalty": "2 gp", "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15082,18 +15082,18 @@ "higher_level": "", "id": 485, "level": 3, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "A gem worth at least 50 gp.", "name": "Incite Greed", "range": "30 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15111,19 +15111,19 @@ "higher_level": "", "id": 486, "level": 2, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "A coin.", - "royalty": "2 gp", "name": "Jim's Glowing Coin", "range": "60 feet", "ritual": false, + "royalty": "2 gp", "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15141,19 +15141,19 @@ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.", "id": 487, "level": 1, + "locations": [ + { + "page": 76, + "sourcebook": "AI" + } + ], "material": "", - "royalty": "1 gp", "name": "Jim's Magic Missile", "range": "120 feet", "ritual": false, + "royalty": "1 gp", "school": "Evocation", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 76 - } - ] + "subclasses": [] }, { "casting_time": "1 minute", @@ -15170,106 +15170,106 @@ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.", "id": 488, "level": 3, + "locations": [ + { + "page": 77, + "sourcebook": "AI" + } + ], "material": "", "name": "Motivational Speech", "range": "60 feet", "ritual": false, "school": "Enchantment", - "subclasses": [], - "locations": [ - { - "sourcebook": "AI", - "page": 77 - } - ] + "subclasses": [] }, { - "name": "Flock of Familiars", - "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", - "range": "Touch", - "material": "", - "ritual": false, - "duration": "Up to 1 hour", - "concentration": true, "casting_time": "1 minute", - "level": 2, - "school": "Conjuration", - "components": [ - "V", - "S" - ], "classes": [ "Warlock", "Wizard" ], - "subclasses": [], + "components": [ + "V", + "S" + ], + "concentration": true, + "desc": "You temporarily summon three familiars spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.\nFamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.\nWhen you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.", + "duration": "Up to 1 hour", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.", + "id": 489, + "level": 2, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 489 + "material": "", + "name": "Flock of Familiars", + "range": "Touch", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { - "name": "Galder's Speedy Courier", - "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", - "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", - "range": "10 feet", - "material": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes.", - "ritual": false, - "duration": "10 minutes", - "concentration": false, "casting_time": "1 action", - "level": 4, - "school": "Conjuration", + "classes": [ + "Warlock", + "Wizard" + ], "components": [ "V", "S", "M" ], - "classes": [ - "Warlock", - "Wizard" - ], - "subclasses": [], + "concentration": false, + "desc": "You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature\u2019s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest\u2019s contents before it chooses whether or not to open it, and knows how much of the spell\u2019s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.", + "duration": "10 minutes", + "higher_level": "When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.", + "id": 490, + "level": 4, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 490 + "material": "25 gold pieces, or mineral goods of equivalent value, which the spell consumes.", + "name": "Galder's Speedy Courier", + "range": "10 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { - "name": "Galder's Tower", - "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n• A bedroom with a bed, chairs, chest, and magical fireplace\n• A study with desks, books, bookshelves, parchments, ink, and ink pens\n• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n• A lounge with couches, armchairs, side tables and footstools\n• A washroom with toilets, washtubs, a magical brazier, and sauna benches\n• An observatory with a telescope and maps of the night sky\n• An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", - "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", - "range": "30 feet", - "material": "A fragment of stone, wood, or other building material.", - "ritual": false, - "duration": "24 hours", - "concentration": false, "casting_time": "10 minutes", - "level": 3, - "school": "Conjuration", + "classes": [ + "Wizard" + ], "components": [ "V", "S", "M" ], - "classes": [ - "Wizard" - ], - "subclasses": [], + "concentration": false, + "desc": "You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\n\u2022 A bedroom with a bed, chairs, chest, and magical fireplace\n\u2022 A study with desks, books, bookshelves, parchments, ink, and ink pens\n\u2022 A dining space with a table, chairs, magical fireplace, containers, and cooking utensils\n\u2022 A lounge with couches, armchairs, side tables and footstools\n\u2022 A washroom with toilets, washtubs, a magical brazier, and sauna benches\n\u2022 An observatory with a telescope and maps of the night sky\n\u2022 An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell\u2019s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.\nYou can cast this spell again while it is active to maintain the tower\u2019s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.", + "duration": "24 hours", + "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.", + "id": 491, + "level": 3, "locations": [ { - "sourcebook": "LLK", - "page": 57 + "page": 57, + "sourcebook": "LLK" } ], - "id": 491 + "material": "A fragment of stone, wood, or other building material.", + "name": "Galder's Tower", + "range": "30 feet", + "ritual": false, + "school": "Conjuration", + "subclasses": [] }, { "casting_time": "1 hour", @@ -15282,23 +15282,23 @@ "M" ], "concentration": false, - "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys­tal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com­mands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light­ning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light­ning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad­vantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm­less burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", + "desc": "While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crys\u00adtal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See the stat blocks below for different kinds of magen and their statistics.\nWhen the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.\nAny magen you create with this spell obeys your com\u00admands without question.\n\n\nDEMOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 16 (chain mail)\nHit Points: 51 (6d8 + 24)\nSpeed: 30 ft.\n\nSTR 14 (+2), DEX 14 (+2), CON 18 (+4)\nINT 10 (+0), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge 2 (450 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two melee attacks.\n\nGreatsword\nMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.\n\nLight Crossbow\nRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\n\n\nGALVAN MAGEN\nMedium construct, unaligned\n\nArmor Class: 14\nHit Points: 68 (8d8 + 32)\nSpeed: 30 ft., fly 30 ft. (hover)\n\nSTR 10 (+0), DEX 18 (+4), CON 18 (+4)\nINT 12(+1), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: lightning, poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak\nChallenge: 3 (700 XP)\n\nFiery End\n If the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nMultiattack\nThe magen makes two Shocking Touch attacks.\n\nShocking Touch\nMelee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) light\u00adning damage.\n\nStatic Discharge (Recharge 5-6)\nThe magen discharges a light\u00adning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disad\u00advantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\n\n\nHYPNOS MAGEN\nMedium construct, unaligned\n\nArmor Class: 12\nHit Points: 34 (4d8 + 16)\nSpeed: 30 ft.\n\nSTR 10 (+0), DEX 14 (+2), CON 18 (+4)\nINT 14 (+2), WIS 10 (+0), CHA 7 (-2)\n\nDamage Immunities: poison\nCondition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned\nSenses: passive Perception 10\nLanguages: understands the languages of its creator but can't speak, telepathy 30 ft.\nChallenge: 1 (200 XP)\n\nFiery End\nIf the magen dies, its body disintegrates in a harm\u00adless burst of fire and smoke, leaving behind anything it was wearing or carrying.\n\nMagic Resistance\nThe magen has advantage on saving throws against spells and other magical effects.\n\nUnusual Nature\nThe magen doesn't require air, food, drink, or sleep.\n\nACTIONS\nPsychic Lash\nThe magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.\n\nSuggestion\nThe magen casts the suggestion spell (save DC 12) , requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.", "duration": "Instantaneous", "higher_level": "", "id": 492, "level": 7, - "material": "A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed.", - "name": "Create Magen", - "range": "Touch", - "ritual": false, - "school": "Transmutation", - "subclasses": [], "locations": [ { "page": 318, "sourcebook": "RF" } - ] + ], + "material": "A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed.", + "name": "Create Magen", + "range": "Touch", + "ritual": false, + "school": "Transmutation", + "subclasses": [] }, { "casting_time": "1 action", @@ -15310,23 +15310,23 @@ "S" ], "concentration": false, - "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu­tion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", + "desc": "Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitu\u00adtion saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.\nThe cold freezes nonmagical liquids in the area that aren't being worn or carried.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "id": 493, "level": 1, - "material": "", - "name": "Frost Fingers", - "range": "Self (15 foot cone)", - "ritual": false, - "school": "Evocation", - "subclasses": [], "locations": [ { "page": 318, "sourcebook": "RF" } - ] + ], + "material": "", + "name": "Frost Fingers", + "range": "Self (15 foot cone)", + "ritual": false, + "school": "Evocation", + "subclasses": [] }, { "casting_time": "1 action", @@ -15339,11 +15339,17 @@ "M" ], "concentration": true, - "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag­ical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im­ mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con­stitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", + "desc": "This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with mag\u00adical darkness and crushing gravitational force.\nFor the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is im\u00ad mune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.\nAny creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con\u00adstitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.", "duration": "Up to 1 minute", "higher_level": "", "id": 494, "level": 8, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "A shard of onyx and a drop of the caster's blood, both of which the spell consumes.", "name": "Dark Star", "range": "150 feet", @@ -15351,12 +15357,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } ] }, { @@ -15372,21 +15372,21 @@ "concentration": false, "desc": "You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.\nIf the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.", "duration": "1 hour", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi­tional creature for each slot level above 2nd.", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one addi\u00adtional creature for each slot level above 2nd.", "id": 495, "level": 2, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "A white pearl worth at least 100 gp, which the spell consumes.", "name": "Fortune's Favor", "range": "60 feet", "ritual": false, "school": "Divination", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } - ] + "subclasses": [] }, { "casting_time": "1 minute", @@ -15403,6 +15403,12 @@ "higher_level": "", "id": 496, "level": 1, + "locations": [ + { + "page": 186, + "sourcebook": "EGW" + } + ], "material": "", "name": "Gift of Alacrity", "range": "Touch", @@ -15410,12 +15416,6 @@ "school": "Divination", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 186 - } ] }, { @@ -15429,11 +15429,17 @@ "M" ], "concentration": false, - "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu­ tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", + "desc": "You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitu\u00ad tion saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.\nEach creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.", "id": 497, "level": 6, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "A fistful of iron filings.", "name": "Gravity Fissure", "range": "Self (100 foot line)", @@ -15441,12 +15447,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15460,11 +15460,17 @@ "M" ], "concentration": false, - "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea­tures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu­pied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", + "desc": "A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the crea\u00adtures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccu\u00adpied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", "id": 498, "level": 4, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "A black marble.", "name": "Gravity Sinkhole", "range": "120 feet", @@ -15472,12 +15478,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15491,11 +15491,17 @@ "M" ], "concentration": false, - "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc­cess, the creature can move the object up to 10 feet.", + "desc": "You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.\nIf the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a suc\u00adcess, the creature can move the object up to 10 feet.", "duration": "1 hour", - "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in­creases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", + "higher_level": "If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object in\u00adcreases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.", "id": 499, "level": 2, + "locations": [ + { + "page": 187, + "sourcebook": "EGW" + } + ], "material": "Gold dust worth at least 25 gp, which the spell consumes.", "name": "Immovable Object", "range": "Touch", @@ -15503,12 +15509,6 @@ "school": "Transmutation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 187 - } ] }, { @@ -15521,11 +15521,17 @@ "S" ], "concentration": false, - "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc­cessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success­ful Strength check against your spell save DC to pick up or move.", + "desc": "The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a suc\u00adcessful save, a creature takes half as much damage and suffers no reduction to its speed.\nUntil the start of your next turn, any object that isn't being worn or carried in the sphere requires a success\u00adful Strength check against your spell save DC to pick up or move.", "duration": "1 round", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "id": 500, "level": 1, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "", "name": "Magnify Gravity", "range": "60 feet", @@ -15533,12 +15539,6 @@ "school": "Transmutation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } ] }, { @@ -15556,18 +15556,18 @@ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.", "id": 501, "level": 3, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "", "name": "Pulse Wave", "range": "Self (30 foot cone)", "ritual": false, "school": "Evocation", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15580,11 +15580,17 @@ "M" ], "concentration": true, - "desc": "You create a 20-foot-radius sphere of destructive grav­ itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non­ magical items it is wearing or carrying.", + "desc": "You create a 20-foot-radius sphere of destructive grav\u00ad itational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.\nWhen the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.\nA creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non\u00ad magical items it is wearing or carrying.", "duration": "Up to 1 minute", "higher_level": "", "id": 502, "level": 9, + "locations": [ + { + "page": 188, + "sourcebook": "EGW" + } + ], "material": "A small, nine-pointed star made of iron.", "name": "Ravenous Void", "range": "1000 feet", @@ -15592,12 +15598,6 @@ "school": "Evocation", "subclasses": [ "Graviturgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 188 - } ] }, { @@ -15611,11 +15611,17 @@ "M" ], "concentration": true, - "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar­get must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy­chic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", + "desc": "You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The tar\u00adget must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.\n\nREALITY BREAK EFFECTS\nd10\tEffect\n1-2\tVision of the Far Realm. The target takes 6d12 psy\u00adchic damage, and it is stunned until the end of the turn.\n3-5\tRending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.\n6-8\tWormhole. The target is teleported,a long with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.\n9-10\tChill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.", "duration": "Up to 1 minute", "higher_level": "", "id": 503, "level": 8, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "A crystal prism.", "name": "Reality Break", "range": "60 feet", @@ -15623,12 +15629,6 @@ "school": "Conjuration", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } ] }, { @@ -15646,18 +15646,18 @@ "higher_level": "", "id": 504, "level": 0, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "", "name": "Sapping Sting", "range": "30 feet", "ritual": false, "school": "Necromancy", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } - ] + "subclasses": [] }, { "casting_time": "1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell", @@ -15669,11 +15669,17 @@ "S" ], "concentration": false, - "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu­pied space. The target doesn't remember you casting the spell or being affected by it.", - "duration":"1 round", - "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi­tional creature for each slot level above 5th. All targets must be within 30 feet of each other.", + "desc": "You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccu\u00adpied space. The target doesn't remember you casting the spell or being affected by it.", + "duration": "1 round", + "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one addi\u00adtional creature for each slot level above 5th. All targets must be within 30 feet of each other.", "id": 505, "level": 5, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "", "name": "Temporal Shunt", "range": "120 feet", @@ -15681,12 +15687,6 @@ "school": "Transmutation", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } ] }, { @@ -15700,23 +15700,23 @@ "M" ], "concentration": true, - "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will­ingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be­tween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", + "desc": "Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can will\u00adingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance be\u00adtween them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.", "duration": "Up to 1 hour", "higher_level": "", "id": 506, "level": 7, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "A spool of platinum cord worth at least 250 gp, which the spell consumes.", "name": "Tether Essence", "range": "60 feet", "ritual": false, "school": "Necromancy", - "subclasses": [], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } - ] + "subclasses": [] }, { "casting_time": "1 action", @@ -15729,11 +15729,17 @@ "M" ], "concentration": false, - "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak­ing 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", + "desc": "You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, tak\u00ading 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.", "duration": "Instantaneous", "higher_level": "", "id": 507, "level": 9, + "locations": [ + { + "page": 189, + "sourcebook": "EGW" + } + ], "material": "An hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes.", "name": "Time Ravage", "range": "90 feet", @@ -15741,12 +15747,6 @@ "school": "Necromancy", "subclasses": [ "Chronurgy" - ], - "locations": [ - { - "sourcebook": "EGW", - "page": 189 - } ] }, { @@ -15758,23 +15758,23 @@ "S" ], "concentration": true, - "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum­mon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", + "desc": "You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.\nUntil the spell ends, you can use your action to sum\u00admon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.", "duration": "Up to 1 hour", "higher_level": "", "id": 508, "level": 2, - "material": "", - "name": "Wristpocket", - "range": "Self", - "ritual": true, - "school": "Conjuration", - "subclasses": [], "locations": [ { - "sourcebook": "EGW", - "page": 190 + "page": 190, + "sourcebook": "EGW" } - ] + ], + "material": "", + "name": "Wristpocket", + "range": "Self", + "ritual": true, + "school": "Conjuration", + "subclasses": [] }, { "casting_time": "1 action", @@ -15793,6 +15793,12 @@ "higher_level": "", "id": 509, "level": 2, + "locations": [ + { + "page": 20, + "sourcebook": "FTD" + } + ], "material": "A piece of crust from an apple pie.", "name": "Nathair's Mischief", "range": "60 feet", @@ -15801,12 +15807,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 20 - } ] }, { @@ -15825,6 +15825,12 @@ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.", "id": 510, "level": 2, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "A vial of meltwater.", "name": "Rime's Binding Ice", "range": "Self (30 foot cone)", @@ -15833,12 +15839,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15855,10 +15855,16 @@ ], "concentration": true, "desc": "The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.\nWhen you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.", - "duration":"Up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.", "id": 511, "level": 3, + "locations": [ + { + "page": 19, + "sourcebook": "FTD" + } + ], "material": "", "name": "Ashardalon's Stride", "range": "Self", @@ -15868,12 +15874,6 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 19 - } ] }, { @@ -15893,6 +15893,12 @@ "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "id": 512, "level": 4, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "", "name": "Raulothim's Psychic Lance", "range": "120 feet", @@ -15902,12 +15908,6 @@ "Aberrant Mind", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15928,6 +15928,12 @@ "higher_level": "When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.", "id": 513, "level": 5, + "locations": [ + { + "page": 21, + "sourcebook": "FTD" + } + ], "material": "An object with the image of a dragon engraved on it, worth at least 500 gp.", "name": "Summon Draconic Spirit", "range": "60 feet", @@ -15936,12 +15942,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 21 - } ] }, { @@ -15961,21 +15961,21 @@ "higher_level": "", "id": 514, "level": 6, + "locations": [ + { + "page": 20, + "sourcebook": "FTD" + } + ], "material": "A platinum-plated dragon scale, worth at least 500 gp.", "name": "Fizban's Platinum Shield", - "range":"60 feet", + "range": "60 feet", "ritual": false, "school": "Abjuration", "subclasses": [ "Arcana", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 20 - } ] }, { @@ -15996,6 +15996,12 @@ "higher_level": "", "id": 515, "level": 7, + "locations": [ + { + "page": 19, + "sourcebook": "FTD" + } + ], "material": "A statuette of a dragon, worth at least 500 gp.", "name": "Draconic Transformation", "range": "Self (60 foot cone)", @@ -16005,12 +16011,6 @@ "Arcana", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "FTD", - "page": 19 - } ] }, { @@ -16032,6 +16032,12 @@ "higher_level": "", "id": 516, "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], "material": "A book worth at least 25 gp.", "name": "Borrowed Knowledge", "range": "Self", @@ -16042,12 +16048,6 @@ "Arcane Trickster", "Divine Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 37 - } ] }, { @@ -16062,11 +16062,17 @@ "S" ], "concentration": true, - "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n•Your walking speed increases by 10 feet.\n\n•You don't provoke opportunity attacks.\n\n•You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", + "desc": "You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.\n\n\u2022Your walking speed increases by 10 feet.\n\n\u2022You don't provoke opportunity attacks.\n\n\u2022You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.", "duration": "Up to 1 minute", "higher_level": "", "id": 517, "level": 2, + "locations": [ + { + "page": 37, + "sourcebook": "SCC" + } + ], "material": "", "name": "Kinetic Jaunt", "range": "Self", @@ -16076,12 +16082,6 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 37 - } ] }, { @@ -16100,6 +16100,12 @@ "higher_level": "", "id": 518, "level": 1, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "", "name": "Silvery Barbs", "range": "60 feet", @@ -16109,12 +16115,6 @@ "Aberrant Mind", "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16134,6 +16134,12 @@ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.", "id": 519, "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "", "name": "Vortex Warp", "range": "90 feet", @@ -16142,12 +16148,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16168,6 +16168,12 @@ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.", "id": 520, "level": 2, + "locations": [ + { + "page": 38, + "sourcebook": "SCC" + } + ], "material": "A withered vine twisted into a loop.", "name": "Wither and Bloom", "range": "60 feet", @@ -16176,12 +16182,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SCC", - "page": 38 - } ] }, { @@ -16199,23 +16199,23 @@ "concentration": false, "desc": "You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).", "duration": "24 hours", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.", "id": 521, "level": 2, + "locations": [ + { + "page": 22, + "sourcebook": "AAG" + } + ], "material": "", "name": "Air Bubble", "range": "60 feet", - "ritual": false, + "ritual": false, "school": "Conjuration", "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "AAG", - "page": 22 - } ] }, { @@ -16224,7 +16224,7 @@ "Artificer", "Wizard" ], - "components": [ + "components": [ "V", "S", "M" @@ -16235,6 +16235,12 @@ "higher_level": "", "id": 522, "level": 5, + "locations": [ + { + "page": 22, + "sourcebook": "AAG" + } + ], "material": "A crystal rod worth at least 5,000 gp, which the spell consumes.", "name": "Create Spelljamming Helm", "range": "Touch", @@ -16244,17 +16250,11 @@ "Arcane Trickster", "Clockwork Soul", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "AAG", - "page": 22 - } ] }, { "casting_time": "1 action", - "classes": [ + "classes": [ "Wizard" ], "components": [ @@ -16264,8 +16264,14 @@ "desc": "You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)\n\nThis spell can be used by any character with the Dimir Operative background.", "duration": "8 hours", "higher_level": "", - "id": 523, + "id": 523, "level": 0, + "locations": [ + { + "page": 47, + "sourcebook": "GGR" + } + ], "material": "", "name": "Encode Thoughts", "range": "Self", @@ -16273,12 +16279,6 @@ "school": "Enchantment", "subclasses": [ "Dimir Operative" - ], - "locations": [ - { - "sourcebook": "GGR", - "page": 47 - } ] }, { @@ -16299,6 +16299,12 @@ "higher_level": "", "id": 524, "level": 3, + "locations": [ + { + "page": 176, + "sourcebook": "TDCSR" + } + ], "material": "A strand of wet hair", "name": "Freedom of the Waves", "range": "120 feet", @@ -16306,12 +16312,6 @@ "school": "Conjuration", "subclasses": [ "Open Sea Paladin" - ], - "locations": [ - { - "sourcebook": "TDCSR", - "page": 176 - } ] }, { @@ -16332,19 +16332,19 @@ "higher_level": "", "id": 525, "level": 5, + "locations": [ + { + "page": 176, + "sourcebook": "TDCSR" + } + ], "material": "A scrap of sailcloth", "name": "Freedom of the Winds", "range": "Self", "ritual": false, "school": "Abjuration", "subclasses": [ - "Open Sea Paladin" - ], - "locations": [ - { - "sourcebook": "TDCSR", - "page": 176 - } + "Open Sea Paladin" ] }, { @@ -16365,6 +16365,12 @@ "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.", "id": 526, "level": 4, + "locations": [ + { + "page": 12, + "sourcebook": "SO" + } + ], "material": "A broken portal key, which the spell consumes", "name": "Gate Seal", "range": "60 feet", @@ -16373,12 +16379,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SO", - "page": 12 - } ] }, { @@ -16399,6 +16399,12 @@ "higher_level": "", "id": 527, "level": 2, + "locations": [ + { + "page": 12, + "sourcebook": "SO" + } + ], "material": "A razorvine leaf", "name": "Warp Sense", "range": "Self", @@ -16407,12 +16413,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "SO", - "page": 12 - } ] }, { @@ -16434,6 +16434,12 @@ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.", "id": 528, "level": 3, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A playing card depicting a rogue.", "name": "Antagonize", "range": "30 feet", @@ -16442,12 +16448,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } ] }, { @@ -16468,6 +16468,12 @@ "higher_level": "When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.", "id": 529, "level": 4, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A gilded playing card worth at least 400 gp and depicting an avatar of death.", "name": "Spirit of Death", "range": "60 feet", @@ -16476,12 +16482,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } ] }, { @@ -16503,6 +16503,12 @@ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", "id": 530, "level": 2, + "locations": [ + { + "page": 50, + "sourcebook": "BMT" + } + ], "material": "A deck of cards.", "name": "Spray of Cards", "range": "Self (15-foot cone)", @@ -16511,12 +16517,6 @@ "subclasses": [ "Arcane Trickster", "Eldritch Knight" - ], - "locations": [ - { - "sourcebook": "BMT", - "page": 50 - } ] }, { @@ -17699,7 +17699,7 @@ "S" ], "concentration": true, - "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", + "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it\u2019s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature\u2019s attitude returns to normal.", "duration": "Up to 1 minute", "id": 574, "level": 2, @@ -18115,7 +18115,7 @@ "V", "S" ], - "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "desc": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\nChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\u2022Locations of settlements\n\u2022Locations of portals to other planes of existence\n\u2022Location of one Challenge Rating 10+ creature (DM\u2019s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\u2022The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\u2022Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", "duration": "Instantaneous", "id": 589, "level": 5, @@ -21149,7 +21149,7 @@ "S", "M" ], - "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target’s Attunement to a cursed magic item\n\u2022Any reduction to one of the target’s ability scores\n\u2022Any reduction to the target’s Hit Point maximum", + "desc": "You touch a creature and magically remove one of the following effects from it:\n\n\u20221 Exhaustion level\n\u2022The Charmed or Petrified condition\n\u2022A curse, including the target\u2019s Attunement to a cursed magic item\n\u2022Any reduction to one of the target\u2019s ability scores\n\u2022Any reduction to the target\u2019s Hit Point maximum", "duration": "Instantaneous", "id": 699, "level": 5, @@ -22543,7 +22543,7 @@ "S", "M" ], - "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.\n\nChoose 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\u2022The 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\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach 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.", + "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.\n\nChoose 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\u2022The creature can\u2019t 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\u2022The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\u2022Targets within the Cylinder can\u2019t be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach 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.", "duration": "1 hour", "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", "id": 749, @@ -23296,7 +23296,7 @@ "S", "M" ], - "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can’t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can’t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "desc": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\u2022Sound can\u2019t pass through the barrier at the edge of the warded area.\n\u2022The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\u2022Sensors created by Divination spells can\u2019t appear inside the protected area or pass through the barrier at its perimeter.\n\u2022Creatures in the area can\u2019t be targeted by Divination spells.\n\u2022Nothing can teleport into or out of the warded area.\n\u2022Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.", "duration": "24 hours", "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", "id": 777, @@ -26154,7 +26154,7 @@ "components": [ "V" ], - "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.\n\u2022“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library.\n\u2022“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.\n\u2022“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map.\n\u2022“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", + "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nFamiliarity Mishap Similar Area Off Target On Target\nPermanent circle \u2014 \u2014 \u2014 01\u201300\nLinked object \u2014 \u2014 \u2014 01\u201300\nVery familiar 01\u201305 06\u201313 14\u201324 25\u201300\nSeen casually 01\u201333 34\u201343 44\u201353 54\u201300\nViewed once or described 01\u201343 44\u201353 54\u201373 74\u201300\nFalse destination 01\u201350 51\u201300 \u2014 \u2014\n\nFamiliarity. Here are the meanings of the terms in the table's Familiarity column:\n\n\u2022\u201cPermanent circle\u201d means a permanent teleportation circle whose sigil sequence you know.\n\u2022\u201cLinked object\u201d means you possess an object taken from the desired destination within the last six months, such as a book from a wizard\u2019s library.\n\u2022\u201cVery familiar\u201d is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\u2022\u201cSeen casually\u201d is a place you have seen more than once but with which you aren\u2019t very familiar.\n\u2022\u201cViewed once or described\u201d is a place you have seen once, possibly using magic, or a place you know through someone else\u2019s description, perhaps from a map.\n\u2022\u201cFalse destination\u201d is a place that doesn\u2019t exist. Perhaps you tried to scry an enemy\u2019s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target. You and your group (or the target object) appear where you intended.", "duration": "Instantaneous", "id": 881, "level": 7, @@ -26905,35 +26905,35 @@ "school": "Abjuration" }, { - "casting_time": "Action or Ritual", - "classes": [ - "Artificer", - "Druid", - "Ranger", - "Sorcerer", - "Wizard" - ], - "components": [ - "V", - "S", - "M" - ], - "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", - "duration": "24 hours", - "id": 921, - "level": 3, - "locations": [ - { - "page": 340, - "sourcebook": "PHB24" - } - ], - "material": "A short reed", - "name": "Water Breathing", - "range": "30 feet", - "ruleset": "2024", - "school": "Transmutation" - }, + "casting_time": "Action or Ritual", + "classes": [ + "Artificer", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "components": [ + "V", + "S", + "M" + ], + "desc": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", + "duration": "24 hours", + "id": 921, + "level": 3, + "locations": [ + { + "page": 340, + "sourcebook": "PHB24" + } + ], + "material": "A short reed", + "name": "Water Breathing", + "range": "30 feet", + "ruleset": "2024", + "school": "Transmutation" + }, { "casting_time": "Action or Ritual", "classes": [ @@ -27445,8 +27445,8 @@ "material": "Powdered gemstones worth 100+ GP, which the spell consumes, and one set of Artisan's Tools with which you have proficiency", "name": "Deryan's Helpful Homunculi", "range": "Self", - "ruleset": "2024", "ritual": true, + "ruleset": "2024", "school": "Conjuration" }, { @@ -27711,7 +27711,7 @@ "locations": [ { "page": 146, - "sourcebook": "FRHF" + "sourcebook": "FRHF" } ], "name": "Spellfire Storm", @@ -27725,7 +27725,7 @@ "Druid", "Wizard" ], - "components": [ + "components": [ "V", "S", "M" @@ -27733,7 +27733,7 @@ "desc": "A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.\n\nWhile the spell is active, you gain the following benefits:\n\nClimbing. You gain a Climb Speed equal to your Speed.\n\nVenomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.", "duration": "1 hour", "higher_level": "For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.", - "id": 938, + "id": 938, "level": 3, "locations": [ { @@ -27742,7 +27742,7 @@ } ], "material": "A snake fang", - "name": "Syluné's Viper", + "name": "Sylun\u00e9's Viper", "range": "Self", "ruleset": "2024", "school": "Conjuration" @@ -27763,7 +27763,7 @@ "desc": "You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.\n\nOn a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.", "duration": "Instantaneous", "higher_level": "The damage increases by 2d4 for every spell slot level above 1.", - "id": 939, + "id": 939, "level": 1, "locations": [ { @@ -27817,9 +27817,7 @@ "S" ], "concentration": true, - "desc": [ - "An aura of alacrity radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on Dexterity saving throws. When an affected creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the save and only half damage if it fails. A creature with the Incapacitated condition doesn't gain any benefit from being in the aura." - ], + "desc": "An aura of alacrity radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on Dexterity saving throws. When an affected creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the save and only half damage if it fails. A creature with the Incapacitated condition doesn't gain any benefit from being in the aura.", "duration": "1 minute", "id": 942, "level": 7, @@ -27845,13 +27843,7 @@ "S", "M" ], - "desc": [ - "You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range; resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice); and uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.", - " Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn.", - " Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.", - " One Familiar at a Time. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar from this spell, that familiar is replaced by the new one.", - "If you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's game statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends. Your familiar reverts to its previous form when Battle Familiar ends." - ], + "desc": "You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range; resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice); and uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.\n\n Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn.\n\n Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.\n\n One Familiar at a Time. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar from this spell, that familiar is replaced by the new one.\n\nIf you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's game statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends. Your familiar reverts to its previous form when Battle Familiar ends.", "duration": "1 hour", "id": 943, "level": 2, @@ -27878,9 +27870,7 @@ "S", "M" ], - "desc": [ - "You make a calming gesture, and up to three willing creatures of your choice that you can see within range have the Unconscious condition for the spell's duration. The spell ends on a target if it takes damage or another creature takes an action to shake it awake. If a target has the Unconscious condition from this spell for the full duration, that target gains the benefits of finishing a Short Rest, and it can't be affected by this spell again until it finishes a Long Rest." - ], + "desc": "You make a calming gesture, and up to three willing creatures of your choice that you can see within range have the Unconscious condition for the spell's duration. The spell ends on a target if it takes damage or another creature takes an action to shake it awake. If a target has the Unconscious condition from this spell for the full duration, that target gains the benefits of finishing a Short Rest, and it can't be affected by this spell again until it finishes a Long Rest.", "duration": "10 minutes", "id": 944, "level": 3, @@ -27907,11 +27897,7 @@ "S", "M" ], - "desc": [ - "You create a magical, explosive seed inside a creature you can see within range. The target makes a Constitution saving throw, taking 10d10 Fire damage on a failed save or half as much damage on a successful one.", - "An explosion then originates from the target. Each creature in a 60-foot Emanation originating from the target (not including the target) makes a Dexterity saving throw, with Disadvantage if this spell reduced the target to 0 Hit Points. A creature takes 10d10 Fire damage on a failed save or half as much damage on a successful one.", - "A nonmagical object that isn't being worn or carried also takes the damage if it's in the Emanation, and the object starts burning if it's flammable." - ], + "desc": "You create a magical, explosive seed inside a creature you can see within range. The target makes a Constitution saving throw, taking 10d10 Fire damage on a failed save or half as much damage on a successful one.\n\nAn explosion then originates from the target. Each creature in a 60-foot Emanation originating from the target (not including the target) makes a Dexterity saving throw, with Disadvantage if this spell reduced the target to 0 Hit Points. A creature takes 10d10 Fire damage on a failed save or half as much damage on a successful one.\n\nA nonmagical object that isn't being worn or carried also takes the damage if it's in the Emanation, and the object starts burning if it's flammable.", "duration": "Instantaneous", "id": 945, "level": 9, @@ -27938,9 +27924,7 @@ "S" ], "concentration": true, - "desc": [ - "A distracting melody momentarily fills a 20-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a target loses Concentration, and it has Disadvantage on Constitution saving throws to maintain Concentration for the spell's duration." - ], + "desc": "A distracting melody momentarily fills a 20-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a target loses Concentration, and it has Disadvantage on Constitution saving throws to maintain Concentration for the spell's duration.", "duration": "1 minute", "id": 946, "level": 2, @@ -27967,11 +27951,7 @@ "S" ], "concentration": true, - "desc": [ - "You create an illusory spatial dilation that fills a 60-foot-radius Sphere centered on a point within range. For each creature you can see in the Sphere, you can choose one of the following effects for it:", - "Dizzying Elongation. The creature makes an Intelligence saving throw. On a failed save, the creature takes 2d10 Psychic damage, and the Sphere is Difficult Terrain for it until the end of its turn.", - "Shortened Space. The creature's Speed increases by 20 feet until the end of its next turn.Until the spell ends, whenever a creature enters the Sphere or ends its turn there, you can choose for it to receive one of these effects. A creature can be affected by this spell only once per turn." - ], + "desc": "You create an illusory spatial dilation that fills a 60-foot-radius Sphere centered on a point within range. For each creature you can see in the Sphere, you can choose one of the following effects for it:\n\nDizzying Elongation. The creature makes an Intelligence saving throw. On a failed save, the creature takes 2d10 Psychic damage, and the Sphere is Difficult Terrain for it until the end of its turn.\n\nShortened Space. The creature's Speed increases by 20 feet until the end of its next turn.Until the spell ends, whenever a creature enters the Sphere or ends its turn there, you can choose for it to receive one of these effects. A creature can be affected by this spell only once per turn.", "duration": "10 minutes", "id": 947, "level": 4, @@ -28003,12 +27983,7 @@ "S", "M" ], - "desc": [ - "You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.", - "As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.", - "If a target drops to 0 Hit Points while in the dueling ground, the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground, the target doesn't die and instead has 0 Hit Points and the Unconscious condition, is Stable, and teleports to the nearest unoccupied space outside the dueling ground.", - "When only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown." - ], + "desc": "You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.\n\nAs part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.\n\nIf a target drops to 0 Hit Points while in the dueling ground, the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground, the target doesn't die and instead has 0 Hit Points and the Unconscious condition, is Stable, and teleports to the nearest unoccupied space outside the dueling ground.\n\nWhen only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown.", "duration": "1 hour", "id": 948, "level": 2, @@ -28036,12 +28011,7 @@ "S" ], "concentration": true, - "desc": [ - "A tendril of inky darkness reaches out from you to drain life from a creature you can see within range.", - "The target makes a Dexterity saving throw. On a failed save, the target takes 6d8 Necrotic damage. On each of your subsequent turns, you can take a Bonus Action to deal 2d8 Necrotic damage to the target automatically. The spell ends if the target is ever outside the spell's range or it has Total Cover from you.", - "On a successful save, the target takes half the initial damage only, and the spell ends.", - "Whenever this spell deals damage to a target, you regain Hit Points equal to half the amount of Necrotic damage dealt." - ], + "desc": "A tendril of inky darkness reaches out from you to drain life from a creature you can see within range.\n\nThe target makes a Dexterity saving throw. On a failed save, the target takes 6d8 Necrotic damage. On each of your subsequent turns, you can take a Bonus Action to deal 2d8 Necrotic damage to the target automatically. The spell ends if the target is ever outside the spell's range or it has Total Cover from you.\n\nOn a successful save, the target takes half the initial damage only, and the spell ends.\n\nWhenever this spell deals damage to a target, you regain Hit Points equal to half the amount of Necrotic damage dealt.", "duration": "1 minute", "id": 949, "level": 5, @@ -28069,11 +28039,7 @@ "M" ], "concentration": true, - "desc": [ - "You create dozens of illusory mirrors to confuse up to three creatures of your choice that you can see within range.", - "Each target makes an Intelligence saving throw. On a failed save, a target takes 7d6 Psychic damage and has the Stunned condition. While the target is Stunned, its Speed is halved. On a successful save, a target takes half as much damage only.", - "A Stunned target repeats the Intelligence saving throw at the end of each of its turns, ending the spell on itself on a success." - ], + "desc": "You create dozens of illusory mirrors to confuse up to three creatures of your choice that you can see within range.\n\nEach target makes an Intelligence saving throw. On a failed save, a target takes 7d6 Psychic damage and has the Stunned condition. While the target is Stunned, its Speed is halved. On a successful save, a target takes half as much damage only.\n\nA Stunned target repeats the Intelligence saving throw at the end of each of its turns, ending the spell on itself on a success.", "duration": "1 minute", "id": 950, "level": 8, @@ -28100,10 +28066,7 @@ "V", "S" ], - "desc": [ - "A 60-foot-long, 10-foot-wide Line of miasma blasts from you in a direction you choose. Each creature in the Line must make a Constitution saving throw. On a failed save, a target takes 4d10 Necrotic damage and has the Poisoned condition for the duration.", - "A creature Poisoned by this spell takes 2d10 Poison damage at the start of each of its turns. At the end of each of its turns, a Poisoned target repeats the save, ending the spell on itself on a success." - ], + "desc": "A 60-foot-long, 10-foot-wide Line of miasma blasts from you in a direction you choose. Each creature in the Line must make a Constitution saving throw. On a failed save, a target takes 4d10 Necrotic damage and has the Poisoned condition for the duration.\n\nA creature Poisoned by this spell takes 2d10 Poison damage at the start of each of its turns. At the end of each of its turns, a Poisoned target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "id": 951, "level": 4, @@ -28130,10 +28093,7 @@ "S" ], "concentration": true, - "desc": [ - "You cause a creature to receive conflicting visions of multiple possible futures. Choose a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 12d10 Psychic damage and has Disadvantage on D20 Tests for the duration. On a successful save, the target takes half as much damage only, and the spell ends.", - "At the end of each of its turns, an affected target repeats the save, ending the spell on a success." - ], + "desc": "You cause a creature to receive conflicting visions of multiple possible futures. Choose a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 12d10 Psychic damage and has Disadvantage on D20 Tests for the duration. On a successful save, the target takes half as much damage only, and the spell ends.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on a success.", "duration": "1 minute", "id": 952, "level": 7, @@ -28160,10 +28120,7 @@ "M" ], "concentration": true, - "desc": [ - "Skeletal hands burst from an area on the ground within range. The area consists of up to four 10-foot squares, which you arrange as you like. Each square must be contiguous with at least one other square. That area is Difficult Terrain for your enemies.", - "Any enemy in that area when the skeletal hands appear makes a Strength saving throw. On a failed save, a creature takes 6d6 Necrotic damage, and until the end of its next turn, the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn." - ], + "desc": "Skeletal hands burst from an area on the ground within range. The area consists of up to four 10-foot squares, which you arrange as you like. Each square must be contiguous with at least one other square. That area is Difficult Terrain for your enemies.\n\nAny enemy in that area when the skeletal hands appear makes a Strength saving throw. On a failed save, a creature takes 6d6 Necrotic damage, and until the end of its next turn, the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn.", "duration": "1 minute", "id": 953, "level": 5, @@ -28189,9 +28146,7 @@ "M" ], "concentration": true, - "desc": [ - "You peer backward through the fabric of time. You see visions of events that occurred within range throughout the past 10 years, racing by at approximately 1 day per second. Throughout the spell's duration, you can freely slow down, pause, rewind, or fast-forward through these visions." - ], + "desc": "You peer backward through the fabric of time. You see visions of events that occurred within range throughout the past 10 years, racing by at approximately 1 day per second. Throughout the spell's duration, you can freely slow down, pause, rewind, or fast-forward through these visions.", "duration": "1 hour", "id": 954, "level": 9, @@ -28215,12 +28170,7 @@ "S" ], "concentration": true, - "desc": [ - "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space as if it were a creature. The illusion is tangible because of the shadow material used to create it but has Immunity to all damage and conditions.", - "When the illusion appears, any enemy that can see it makes a Wisdom saving throw. On a failed save, the creature drops whatever it's holding and has the Frightened condition for the duration. If a creature Frightened in this way ends its turn in a space where it doesn't have line of sight to the illusion, the creature repeats the saving throw, ending the condition on itself on a success.", - "As a Bonus Action, you can move the illusion up to 60 feet. At any point during its movement, you can cause the shadowy dragon to exhale a blast of energy in a 60-foot Cone. Each creature in the Cone makes an Intelligence saving throw, taking 6d6 Acid, Cold, Fire, Lightning, Necrotic, or Poison damage (your choice when you create the dragon) on a failed save or half as much damage on a successful one.", - "A creature that takes a Study action to examine the dragon can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image and has Advantage on saving throws to end the Frightened condition it caused and to resist its exhalation." - ], + "desc": "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space as if it were a creature. The illusion is tangible because of the shadow material used to create it but has Immunity to all damage and conditions.\n\nWhen the illusion appears, any enemy that can see it makes a Wisdom saving throw. On a failed save, the creature drops whatever it's holding and has the Frightened condition for the duration. If a creature Frightened in this way ends its turn in a space where it doesn't have line of sight to the illusion, the creature repeats the saving throw, ending the condition on itself on a success.\n\nAs a Bonus Action, you can move the illusion up to 60 feet. At any point during its movement, you can cause the shadowy dragon to exhale a blast of energy in a 60-foot Cone. Each creature in the Cone makes an Intelligence saving throw, taking 6d6 Acid, Cold, Fire, Lightning, Necrotic, or Poison damage (your choice when you create the dragon) on a failed save or half as much damage on a successful one.\n\nA creature that takes a Study action to examine the dragon can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image and has Advantage on saving throws to end the Frightened condition it caused and to resist its exhalation.", "duration": "1 minute", "id": 955, "level": 8, @@ -28247,9 +28197,7 @@ "S" ], "concentration": true, - "desc": [ - "You inflict self-doubt on a creature you can see within range. The target must succeed on a Wisdom saving throw or have Disadvantage on D20 Tests for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success." - ], + "desc": "You inflict self-doubt on a creature you can see within range. The target must succeed on a Wisdom saving throw or have Disadvantage on D20 Tests for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", "duration": "1 minute", "id": 956, "level": 3, @@ -28274,9 +28222,7 @@ "M" ], "concentration": true, - "desc": [ - "You have Immunity to all damage until the spell ends." - ], + "desc": "You have Immunity to all damage until the spell ends.", "duration": "1 minute", "id": 957, "level": 9, @@ -28304,9 +28250,7 @@ "M" ], "concentration": true, - "desc": [ - "One willing creature you touch transforms into living metal. Until the spell ends, the target's Exhaustion level can't increase; the target has Resistance to Bludgeoning, Fire, Piercing, and Slashing damage; and it has Immunity to Poison damage and the Paralyzed, Petrified, and Poisoned conditions. If the target is Paralyzed, Petrified, or Poisoned when you cast the spell, those conditions immediately end for the target." - ], + "desc": "One willing creature you touch transforms into living metal. Until the spell ends, the target's Exhaustion level can't increase; the target has Resistance to Bludgeoning, Fire, Piercing, and Slashing damage; and it has Immunity to Poison damage and the Paralyzed, Petrified, and Poisoned conditions. If the target is Paralyzed, Petrified, or Poisoned when you cast the spell, those conditions immediately end for the target.", "duration": "1 hour", "id": 958, "level": 8, @@ -28335,10 +28279,7 @@ "M" ], "concentration": true, - "desc": [ - "A ring of crackling electricity fills a 10-foot Emanation originating from you. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, you can force that creature to make a Constitution saving throw. On a failed save, the creature takes 3d6 Lightning damage plus 3d6 Thunder damage, and it has the Deafened condition for 1 minute. On a successful save, the creature takes half as much damage only.", - "As a Magic action while the spell is active, you can emit a 60-foot-long, 5-foot-wide Line out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one." - ], + "desc": "A ring of crackling electricity fills a 10-foot Emanation originating from you. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, you can force that creature to make a Constitution saving throw. On a failed save, the creature takes 3d6 Lightning damage plus 3d6 Thunder damage, and it has the Deafened condition for 1 minute. On a successful save, the creature takes half as much damage only.\n\nAs a Magic action while the spell is active, you can emit a 60-foot-long, 5-foot-wide Line out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one.", "duration": "10 minutes", "id": 959, "level": 8, @@ -28362,9 +28303,7 @@ "V", "S" ], - "desc": [ - "You have a powerful sixth sense that guides you at just the right time. Turn the roll of your failed D20 Test into a 20, or turn the roll of the triggering attack roll into a 1." - ], + "desc": "You have a powerful sixth sense that guides you at just the right time. Turn the roll of your failed D20 Test into a 20, or turn the roll of the triggering attack roll into a 1.", "duration": "Instantaneous", "id": 960, "level": 8, @@ -28387,9 +28326,7 @@ "V", "S" ], - "desc": [ - "You recover up to two expended spell slots of level 2 or lower." - ], + "desc": "You recover up to two expended spell slots of level 2 or lower.", "duration": "Instantaneous", "id": 961, "level": 5, @@ -28413,10 +28350,7 @@ "V", "M" ], - "desc": [ - "You send ribbons of negative energy at one creature you can see within range. If the target isn't Undead, it makes a Constitution saving throw, taking 3d10 + 25 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders for 24 hours, after which it acts according to its nature.", - "If the target is Undead, it gains 3d10 Temporary Hit Points." - ], + "desc": "You send ribbons of negative energy at one creature you can see within range. If the target isn't Undead, it makes a Constitution saving throw, taking 3d10 + 25 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders for 24 hours, after which it acts according to its nature.\n\nIf the target is Undead, it gains 3d10 Temporary Hit Points.", "duration": "Instantaneous", "id": 962, "level": 5, @@ -28442,11 +28376,7 @@ "components": [ "V" ], - "desc": [ - "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it takes 6d8 Force damage and has the Charmed condition for the duration. Otherwise, it takes 6d8 Force damage only.", - "While the target is Charmed, its Speed can be no more than 10 feet, and it has Disadvantage on D20 Tests except Constitution saving throws. In addition, when the target tries to cast a spell, it must first succeed on a Constitution saving throw, or 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.", - "At the end of each of its turns, the Charmed target makes a Constitution saving throw, ending the spell on itself on a successful save." - ], + "desc": "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it takes 6d8 Force damage and has the Charmed condition for the duration. Otherwise, it takes 6d8 Force damage only.\n\nWhile the target is Charmed, its Speed can be no more than 10 feet, and it has Disadvantage on D20 Tests except Constitution saving throws. In addition, when the target tries to cast a spell, it must first succeed on a Constitution saving throw, or 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.\n\nAt the end of each of its turns, the Charmed target makes a Constitution saving throw, ending the spell on itself on a successful save.", "duration": "1 minute", "id": 963, "level": 7, @@ -28471,9 +28401,7 @@ "components": [ "S" ], - "desc": [ - "You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate." - ], + "desc": "You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate.", "duration": "Instantaneous", "id": 964, "level": 7, @@ -28500,13 +28428,7 @@ "S", "M" ], - "desc": [ - "You conjure a floating, ghostly black lantern that hovers above you and sheds Dim Light in a 60-foot radius. When an enemy dies within this Dim Light, a fragment of the creature's soul flies into the lantern. The lantern can hold a number of soul fragments equal to your spellcasting ability modifier, and those fragments dissipate when the spell ends.", - "As a Bonus Action, you can expend a soul fragment to create one of the following effects.", - " Drain Life. The soul fragment darts at a creature of your choice that you can see within 60 feet of yourself. The target makes a Constitution saving throw, taking Necrotic damage equal to 4d8 plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.", - " Repair Undead. The soul fragment flies into an Undead creature of your choice that you can see within 60 feet of yourself. That creature regains Hit Points equal to 4d8 plus your spellcasting ability modifier.", - " Ward Ally. The soul fragment darts around a creature of your choice that you can see within 60 feet of yourself. Other creatures have Disadvantage on attack rolls against the chosen creature until the start of your next turn." - ], + "desc": "You conjure a floating, ghostly black lantern that hovers above you and sheds Dim Light in a 60-foot radius. When an enemy dies within this Dim Light, a fragment of the creature's soul flies into the lantern. The lantern can hold a number of soul fragments equal to your spellcasting ability modifier, and those fragments dissipate when the spell ends.\n\nAs a Bonus Action, you can expend a soul fragment to create one of the following effects.\n\n Drain Life. The soul fragment darts at a creature of your choice that you can see within 60 feet of yourself. The target makes a Constitution saving throw, taking Necrotic damage equal to 4d8 plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.\n\n Repair Undead. The soul fragment flies into an Undead creature of your choice that you can see within 60 feet of yourself. That creature regains Hit Points equal to 4d8 plus your spellcasting ability modifier.\n\n Ward Ally. The soul fragment darts around a creature of your choice that you can see within 60 feet of yourself. Other creatures have Disadvantage on attack rolls against the chosen creature until the start of your next turn.", "duration": "10 minutes", "id": 965, "level": 5, @@ -28532,10 +28454,7 @@ "M" ], "concentration": true, - "desc": [ - "You call forth the spirit of a primeval dinosaur. It manifests in an unoccupied space that you can see within range and uses the Dinosaur Spirit stat block. When you cast the spell, choose Ankylosaur, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.", - "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the creature takes the Dodge action and uses its movement to avoid danger." - ], + "desc": "You call forth the spirit of a primeval dinosaur. It manifests in an unoccupied space that you can see within range and uses the Dinosaur Spirit stat block. When you cast the spell, choose Ankylosaur, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the creature takes the Dodge action and uses its movement to avoid danger.", "duration": "1 hour", "id": 966, "level": 6, @@ -28562,10 +28481,7 @@ "M" ], "concentration": true, - "desc": [ - "You call forth the spirit of an animated plant. It manifests in an unoccupied space that you can see within range and uses the Plant Spirit stat block. When you cast the spell, choose Fungus, Tree, or Vine. The creature resembles a plant of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.", - "The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger." - ], + "desc": "You call forth the spirit of an animated plant. It manifests in an unoccupied space that you can see within range and uses the Plant Spirit stat block. When you cast the spell, choose Fungus, Tree, or Vine. The creature resembles a plant of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.", "duration": "1 hour", "id": 967, "level": 5, @@ -28592,12 +28508,7 @@ "S" ], "concentration": true, - "desc": [ - "For the duration, your appearance becomes otherworldly and alluring. One creature of your choice that you can see within 60 feet of you must succeed on a Charisma saving throw or have the Charmed condition for the duration.", - "While Charmed, the target has the Incapacitated condition, and if the target is more than 5 feet away from you, it moves on its turn toward you by the most direct route, trying to get within 5 feet of you. If the Charmed creature ends its turn within 5 feet of you, it takes 4d8 Psychic damage.", - "The target doesn't avoid Opportunity Attacks when moving toward you, but before moving into damaging terrain (such as lava or a pit), the target repeats the save, ending the spell on itself on a success.", - "Until the spell ends, you can take a Magic action on subsequent turns to target another creature, but you can't target a creature again if it has succeeded on a save against this casting of the spell." - ], + "desc": "For the duration, your appearance becomes otherworldly and alluring. One creature of your choice that you can see within 60 feet of you must succeed on a Charisma saving throw or have the Charmed condition for the duration.\n\nWhile Charmed, the target has the Incapacitated condition, and if the target is more than 5 feet away from you, it moves on its turn toward you by the most direct route, trying to get within 5 feet of you. If the Charmed creature ends its turn within 5 feet of you, it takes 4d8 Psychic damage.\n\nThe target doesn't avoid Opportunity Attacks when moving toward you, but before moving into damaging terrain (such as lava or a pit), the target repeats the save, ending the spell on itself on a success.\n\nUntil the spell ends, you can take a Magic action on subsequent turns to target another creature, but you can't target a creature again if it has succeeded on a save against this casting of the spell.", "duration": "1 minute", "id": 968, "level": 7, @@ -28625,9 +28536,7 @@ "M" ], "concentration": true, - "desc": [ - "You create illusory obstacles such as rocks or spikes in an attempt to confuse up to three creatures you can see within range, affecting their ability to move. Each target makes an Intelligence saving throw. On a failed save, a target's Speed is halved, and it can't take the Dash action. A hampered target repeats the save at the end of each of its turns, ending the spell on itself on a success." - ], + "desc": "You create illusory obstacles such as rocks or spikes in an attempt to confuse up to three creatures you can see within range, affecting their ability to move. Each target makes an Intelligence saving throw. On a failed save, a target's Speed is halved, and it can't take the Dash action. A hampered target repeats the save at the end of each of its turns, ending the spell on itself on a success.", "duration": "1 minute", "id": 969, "level": 2, @@ -28654,10 +28563,7 @@ "V", "S" ], - "desc": [ - "You trick a creature you can see within range into believing it is watching itself and its surroundings crumble away, as if eons were passing in moments. The target must succeed on an Intelligence saving throw or take 10d12 Psychic damage and have the Paralyzed condition for the duration.", - "While Paralyzed, the target repeats the save at the end of each of its turns. On a failed save, it gains 1 Exhaustion level. On a successful save, the spell ends. The spell ends early if someone within 5 feet of the target takes an action to shake it free from the illusion." - ], + "desc": "You trick a creature you can see within range into believing it is watching itself and its surroundings crumble away, as if eons were passing in moments. The target must succeed on an Intelligence saving throw or take 10d12 Psychic damage and have the Paralyzed condition for the duration.\n\nWhile Paralyzed, the target repeats the save at the end of each of its turns. On a failed save, it gains 1 Exhaustion level. On a successful save, the spell ends. The spell ends early if someone within 5 feet of the target takes an action to shake it free from the illusion.", "duration": "1 minute", "id": 970, "level": 9, @@ -28681,9 +28587,7 @@ "components": [ "V" ], - "desc": [ - "You emit a terrible scream that can kill those who hear it. Choose up to ten creatures within range. Each target with 50 Hit Points or fewer dies. Targets with more than 50 Hit Points make a Constitution saving throw. On a failed save, a target takes 12d10 Psychic damage and has the Deafened condition for 1 hour. On a successful save, a target takes half as much damage only. A target is unaffected by the spell if it can't hear you." - ], + "desc": "You emit a terrible scream that can kill those who hear it. Choose up to ten creatures within range. Each target with 50 Hit Points or fewer dies. Targets with more than 50 Hit Points make a Constitution saving throw. On a failed save, a target takes 12d10 Psychic damage and has the Deafened condition for 1 hour. On a successful save, a target takes half as much damage only. A target is unaffected by the spell if it can't hear you.", "duration": "Instantaneous", "id": 971, "level": 9, @@ -28710,10 +28614,7 @@ "M" ], "concentration": true, - "desc": [ - "You evoke a nimbus of flickering gray light around your body. For the duration, you can take a Magic action to emit a wave of gray light in a 60-foot Cone. Creatures in that area must succeed on a Constitution saving throw or gain 1 Exhaustion level. This spell can't increase a creature's Exhaustion level above 4.", - "Exhaustion levels gained from this spell are removed when the spell ends." - ], + "desc": "You evoke a nimbus of flickering gray light around your body. For the duration, you can take a Magic action to emit a wave of gray light in a 60-foot Cone. Creatures in that area must succeed on a Constitution saving throw or gain 1 Exhaustion level. This spell can't increase a creature's Exhaustion level above 4.\n\nExhaustion levels gained from this spell are removed when the spell ends.", "duration": "1 minute", "id": 972, "level": 5, @@ -28740,10 +28641,7 @@ "S", "M" ], - "desc": [ - "You invoke both death and life in a 10-foot-radius Sphere centered on a point within range. Each creature of your choice in that area makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one. Nonmagical plants in that area that aren't creatures, such as trees and shrubs, wither.", - "In addition, one creature of your choice in that area can roll one of its unexpended Hit Point Dice and regain a number of Hit Points equal to the roll plus your spellcasting ability modifier. That die is then expended." - ], + "desc": "You invoke both death and life in a 10-foot-radius Sphere centered on a point within range. Each creature of your choice in that area makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one. Nonmagical plants in that area that aren't creatures, such as trees and shrubs, wither.\n\nIn addition, one creature of your choice in that area can roll one of its unexpended Hit Point Dice and regain a number of Hit Points equal to the roll plus your spellcasting ability modifier. That die is then expended.", "duration": "Instantaneous", "id": 973, "level": 2, @@ -28768,9 +28666,7 @@ "V", "S" ], - "desc": [ - "A magical zone of amicability radiates from you in a 60-foot Emanation for the duration. When you make an ability check to influence a creature in that area, you can treat a d20 roll of 9 or lower as a 10." - ], + "desc": "A magical zone of amicability radiates from you in a 60-foot Emanation for the duration. When you make an ability check to influence a creature in that area, you can treat a d20 roll of 9 or lower as a 10.", "duration": "10 minutes", "id": 974, "level": 4, @@ -28784,4 +28680,4 @@ "range": "Self", "school": "Enchantment" } -] +] \ No newline at end of file