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human:Infestation
bot:*Infestation*
_Conjuration cantrip_
_Druid, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, S, M (A living flea)
*Duration:* Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
_Source: Xanathar's Guide to Everything_
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human:Investiture of Flame
bot:*Investiture of Flame*
_Level 6 Transmutation _
_Druid, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 10 minutes
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: You are immune to fire damage and have resistance to cold damage; 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; 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.
_Source: Xanathar's Guide to Everything_
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human:Investiture of Ice
bot:*Investiture of Ice*
_Level 6 Transmutation _
_Druid, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the following benefits: You are immune to cold damage and have resistance to fire damage; You can move across difficult terrain created by ice or snow without spending extra movement; The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you; 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.
_Source: Xanathar's Guide to Everything_
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human:Investiture of Stone
bot:*Investiture of Stone*
_Level 6 Transmutation _
_Druid, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 10 minutes
Until the spell ends, bits of rock spread across your body, and you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; 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; 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.
_Source: Xanathar's Guide to Everything_
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human:Investiture of Wind
bot:*Investiture of Wind*
_Level 6 Transmutation _
_Druid, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 10 minutes
Until the spell ends, wind whirls a round you, and you gain the following benefits: Ranged weapon attacks made against you have disadvantage on the attack roll; 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; 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.
_Source: Xanathar's Guide to Everything_
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human:Invulnerability
bot:*Invulnerability*
_Level 9 Abjuration _
_Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S, M (A small piece of adamantine worth at least 500 gp, which the spell consumes)
*Duration:* Up to 10 minutes
You are immune to all damage until the spell ends.
_Source: Xanathar's Guide to Everything_
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human:Life Transference
bot:*Life Transference*
_Level 3 Necromancy _
_Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, S,
*Duration:* Instantaneous
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
*At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
_Source: Xanathar's Guide to Everything_
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human:Maddening Darkness
bot:*Maddening Darkness*
_Level 8 Evocation _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 150 feet
*Components:* V, , M (A drop of pitch mixed with a drop of mercury)
*Duration:* Up to 10 minutes
Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
_Source: Xanathar's Guide to Everything_
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human:Maelstrom
bot:*Maelstrom*
_Level 5 Evocation _
_Druid_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (Paper or leaf in the shape of a funnel)
*Duration:* Up to 1 minute
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
_Source: Xanathar's Guide to Everything_
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human:Magic Stone
bot:*Magic Stone*
_Transmutation cantrip_
_Artificer, Druid,Warlock_
*Casting Time:* 1 bonus action
*Range:* Touch
*Components:* V, S,
*Duration:* 1 minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
_Source: Xanathar's Guide to Everything_
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human:Mass Polymorph
bot:*Mass Polymorph*
_Level 9 Transmutation _
_Bard, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (A caterpillar cocoon)
*Duration:* Up to 1 hour
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary bit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do a nything else that requires hands or speech. The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.
_Source: Xanathar's Guide to Everything_
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human:Maximilian's Earthen Grasp
bot:*Maximilian's Earthen Grasp*
_Level 2 Transmutation _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, S, M (A miniature hand sculpted from clay)
*Duration:* Up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
_Source: Xanathar's Guide to Everything_
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human:Melf's Minute Meteors
bot:*Melf's Minute Meteors*
_Level 3 Evocation _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S, M (Niter, sulfur, and pine tar formed into a bead)
*Duration:* Up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell - and as a bonus action on each of your turns thereafter - you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point whe re the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
*At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
_Source: Xanathar's Guide to Everything_
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human:Mental Prison
bot:*Mental Prison*
_Level 6 Illusion _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* , S,
*Duration:* Up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
_Source: Xanathar's Guide to Everything_
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human:Mighty Fortress
bot:*Mighty Fortress*
_Level 8 Conjuration _
_Wizard_
*Casting Time:* 1 minute
*Range:* 1 mile
*Components:* V, S, M (A diamond worth at least 500 gp, which the spell consumes)
*Duration:* Instantaneous
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
_Source: Xanathar's Guide to Everything_
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human:Mind Spike
bot:*Mind Spike*
_Level 2 Divination _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* , S,
*Duration:* Up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
*At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
_Source: Xanathar's Guide to Everything_
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human:Mold Earth
bot:*Mold Earth*
_Transmutation cantrip_
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* , S,
*Duration:* Instantaneous or 1 hour (see description)
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: 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 involve enough force to cause damage; You cause shapes, colors, orboth to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour; 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. If 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.
_Source: Xanathar's Guide to Everything_
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human:Negative Energy Flood
bot:*Negative Energy Flood*
_Level 5 Necromancy _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, , M (A broken bone and a square of black silk)
*Duration:* Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
_Source: Xanathar's Guide to Everything_
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human:Power Word Pain
bot:*Power Word Pain*
_Level 7 Enchantment _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, ,
*Duration:* Instantaneous
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 is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
_Source: Xanathar's Guide to Everything_
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human:Primal Savagery
bot:*Primal Savagery*
_Transmutation cantrip_
_Druid_
*Casting Time:* 1 action
*Range:* Self
*Components:* , S,
*Duration:* Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
_Source: Xanathar's Guide to Everything_
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human:Primordial Ward
bot:*Primordial Ward*
_Level 6 Abjuration _
_Druid_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
_Source: Xanathar's Guide to Everything_
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human:Psychic Scream
bot:*Psychic Scream*
_Level 9 Enchantment _
_Bard, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* , S,
*Duration:* Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
_Source: Xanathar's Guide to Everything_
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human:Pyrotechnics
bot:*Pyrotechnics*
_Level 2 Transmutation _
_Artificer, Bard,Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S,
*Duration:* Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn; Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
_Source: Xanathar's Guide to Everything_
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human:Scatter
bot:*Scatter*
_Level 6 Conjuration _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, ,
*Duration:* Instantaneous
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
_Source: Xanathar's Guide to Everything_
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human:Shadow Blade
bot:*Shadow Blade*
_Level 2 Illusion _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and bas the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your band.
*At Higher Levels:* When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
_Source: Xanathar's Guide to Everything_
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human:Shadow of Moil
bot:*Shadow of Moil*
_Level 4 Necromancy _
_Warlock_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S, M (An undead eyeball encased in a gem worth at least 150 gp)
*Duration:* Up to 1 minute
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
_Source: Xanathar's Guide to Everything_
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human:Shape Water
bot:*Shape Water*
_Transmutation cantrip_
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* , S,
*Duration:* Instantaneous or 1 hour (see description)
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: 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; You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour; You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour; You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If 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.
_Source: Xanathar's Guide to Everything_
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human:Sickening Radiance
bot:*Sickening Radiance*
_Level 4 Evocation _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S,
*Duration:* Up to 10 minutes
Dim, greenish light spreads withfo a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
_Source: Xanathar's Guide to Everything_
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human:Skill Empowerment
bot:*Skill Empowerment*
_Level 5 Transmutation _
_Artificer, Bard,Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* Touch
*Components:* V, S,
*Duration:* Up to 1 hour
Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
_Source: Xanathar's Guide to Everything_
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human:Skywrite
bot:*Skywrite*
_Level 2 Transmutation (ritual)_
_Artificer, Bard,Druid,Wizard_
*Casting Time:* 1 action
*Range:* Sight
*Components:* V, S,
*Duration:* Up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
_Source: Xanathar's Guide to Everything_
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human:Snare
bot:*Snare*
_Level 1 Abjuration _
_Artificer, Druid,Ranger,Wizard_
*Casting Time:* 1 minute
*Range:* Touch
*Components:* , S, M (25 feet of rope, which the spell consumes)
*Duration:* 8 hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
_Source: Xanathar's Guide to Everything_
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human:Snilloc's Snowball Swarm
bot:*Snilloc's Snowball Swarm*
_Level 2 Evocation _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A piece of ice or a small white rock chip)
*Duration:* Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
*At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
_Source: Xanathar's Guide to Everything_
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human:Soul Cage
bot:*Soul Cage*
_Level 6 Necromancy _
_Warlock, Wizard_
*Casting Time:* 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
*Range:* 60 feet
*Components:* V, S, M (A tiny silver cage worth 100 gp)
*Duration:* 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived. Steal Life - You can use a bonus action to drain vigor from the soul and regain 2d8 hit points; Query Soul - You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic; Borrow Experience - You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost; Eyes of the Dead - You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
_Source: Xanathar's Guide to Everything_
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human:Steel Wind Strike
bot:*Steel Wind Strike*
_Level 5 Conjuration _
_Ranger, Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* , S, M (A melee weapon worth at least 1 sp)
*Duration:* Instantaneous
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
_Source: Xanathar's Guide to Everything_
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human:Storm Sphere
bot:*Storm Sphere*
_Level 4 Evocation _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* 150 feet
*Components:* V, S,
*Duration:* Up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
*At Higher Levels:* When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
_Source: Xanathar's Guide to Everything_
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human:Summon Greater Demon
bot:*Summon Greater Demon*
_Level 4 Conjuration _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A vial of blood from a humanoid killed within the past 24 hours)
*Duration:* Up to 1 hour
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
*At Higher Levels:* When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
_Source: Xanathar's Guide to Everything_
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human:Summon Lesser Demons
bot:*Summon Lesser Demons*
_Level 3 Conjuration _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A vial of blood from a humanoid killed within the past 24 hours)
*Duration:* Up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the Summon Lesser Demons Table to determine what appears. The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
*At Higher Levels:* When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
_Source: Xanathar's Guide to Everything_
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human:Synaptic Static
bot:*Synaptic Static*
_Level 5 Enchantment _
_Bard, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S,
*Duration:* Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
_Source: Xanathar's Guide to Everything_
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human:Temple of the Gods
bot:*Temple of the Gods*
_Level 7 Conjuration _
_Cleric_
*Casting Time:* 1 hour
*Range:* 120 feet
*Components:* V, S, M (A holy symbol worth at least 5 gp)
*Duration:* 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside ilie temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
_Source: Xanathar's Guide to Everything_
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human:Tenser's Transformation
bot:*Tenser's Transformation*
_Level 6 Transmutation _
_Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, S, M (A few hairs from a bull)
*Duration:* Up to 10 minutes
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: You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost; You have advantage on attack rolls that you make with simple and martial weapons; When you hit a target with a weapon attack, that target takes an extra 2d12 force damage; You have proficiency with all armor, shields, simple weapons, and martial weapons; You have proficiency in Strength and Constitution saving throws; 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. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
_Source: Xanathar's Guide to Everything_
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human:Thunderclap
bot:*Thunderclap*
_Evocation cantrip_
_Artificer, Bard,Druid,Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 5 feet
*Components:* , S,
*Duration:* Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
_Source: Xanathar's Guide to Everything_
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human:Thunder Step
bot:*Thunder Step*
_Level 3 Conjuration _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, ,
*Duration:* Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
*At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
_Source: Xanathar's Guide to Everything_
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human:Tidal Wave
bot:*Tidal Wave*
_Level 3 Conjuration _
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (A drop of water)
*Duration:* Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
_Source: Xanathar's Guide to Everything_
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human:Tiny Servant
bot:*Tiny Servant*
_Level 3 Transmutation _
_Artificer, Wizard_
*Casting Time:* 1 minute
*Range:* Touch
*Components:* V, S,
*Duration:* 8 hours
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you (if you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
*At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
_Source: Xanathar's Guide to Everything_
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human:Toll the Dead
bot:*Toll the Dead*
_Necromancy cantrip_
_Cleric, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S,
*Duration:* Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
_Source: Xanathar's Guide to Everything_
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human:Transmute Rock
bot:*Transmute Rock*
_Level 5 Transmutation _
_Artificer, Druid,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (Clay and water)
*Duration:* Until dispelled
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one; Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
_Source: Xanathar's Guide to Everything_
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human:Vitriolic Sphere
bot:*Vitriolic Sphere*
_Level 4 Evocation _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* 150 feet
*Components:* V, S, M (A drop of giant slug bile)
*Duration:* Instantaneous
You point at a location within range, and a glowing, 1-foot-cliameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
*At Higher Levels:* When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
_Source: Xanathar's Guide to Everything_
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human:Wall of Light
bot:*Wall of Light*
_Level 5 Evocation _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (A hand mirror)
*Duration:* Up to 10 minutes
A shimmering wall of bright Light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
*At Higher Levels:* When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
_Source: Xanathar's Guide to Everything_
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human:Wall of Sand
bot:*Wall of Sand*
_Level 3 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A handful of sand)
*Duration:* Up to 10 minutes
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
_Source: Xanathar's Guide to Everything_
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human:Wall of Water
bot:*Wall of Water*
_Level 3 Evocation _
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A drop of water)
*Duration:* Up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
_Source: Xanathar's Guide to Everything_
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human:Warding Wind
bot:*Warding Wind*
_Level 2 Evocation _
_Bard, Druid,Sorcerer_
*Casting Time:* 1 action
*Range:* Self
*Components:* V, ,
*Duration:* Up to 10 minutes
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. The wind has the following effects: It deafens you and other creatures in its area; It extinguishes unprotected flames in its area that are torch-sized or smaller; It hedges out vapor, gas, and fog that can be dispersed by strong wind; The area is difficult terrain for creatures other than you; The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
_Source: Xanathar's Guide to Everything_
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human:Watery Sphere
bot:*Watery Sphere*
_Level 4 Conjuration _
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A droplet of water)
*Duration:* Up to 1 minute
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
_Source: Xanathar's Guide to Everything_
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human:Whirlwind
bot:*Whirlwind*
_Level 7 Evocation _
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 300 feet
*Components:* V, , M (A piece of straw)
*Duration:* Up to 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.
_Source: Xanathar's Guide to Everything_
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human:Word of Radiance
bot:*Word of Radiance*
_Evocation cantrip_
_Cleric_
*Casting Time:* 1 action
*Range:* 5 feet
*Components:* V, , M (A holy symbol)
*Duration:* Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
_Source: Xanathar's Guide to Everything_
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human:Wrath of Nature
bot:*Wrath of Nature*
_Level 5 Evocation _
_Druid, Ranger_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S,
*Duration:* Up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies; Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches; Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success; Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a bit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
_Source: Xanathar's Guide to Everything_
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human:Zephyr Strike
bot:*Zephyr Strike*
_Level 1 Transmutation _
_Ranger_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, ,
*Duration:* Up to 1 minute
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
_Source: Xanathar's Guide to Everything_
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human:Blade of Disaster
bot:*Blade of Disaster*
_Level 9 Conjuration _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 bonus action
*Range:* 60 feet
*Components:* V, S,
*Duration:* Up to 1 minute
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force.
_Source: Tasha's Cauldron of Everything_
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human:Booming Blade
bot:*Booming Blade*
_Evocation cantrip_
_Artificer, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self (5-foot radius)
*Components:* , S, M (A melee weapon worth at least 1 sp)
*Duration:* 1 round
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. This 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).
_Source: Tasha's Cauldron of Everything_
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human:Dream of the Blue Veil
bot:*Dream of the Blue Veil*
_Level 7 Conjuration _
_Bard, Sorcerer,Warlock,Wizard_
*Casting Time:* 10 minutes
*Range:* 20 feet
*Components:* V, S, M (A magic item or a willing creature from the destination world)
*Duration:* 6 hours
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. To 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. The 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 the other creatures, with none of you being transported.
_Source: Tasha's Cauldron of Everything_
|
human:Green-Flame Blade
bot:*Green-Flame Blade*
_Evocation cantrip_
_Artificer, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self (5-foot radius)
*Components:* , S, M (A melee weapon worth at least 1 sp)
*Duration:* Instantaneous
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. This 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).
_Source: Tasha's Cauldron of Everything_
|
human:Intellect Fortress
bot:*Intellect Fortress*
_Level 3 Abjuration _
_Artificer, Bard,Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, ,
*Duration:* Up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
*At Higher Levels:* 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. The creatures must be within 30 feet of each other when you target them.
_Source: Tasha's Cauldron of Everything_
|
human:Lightning Lure
bot:*Lightning Lure*
_Evocation cantrip_
_Artificer, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self (15-foot radius)
*Components:* V, ,
*Duration:* Instantaneous
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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
_Source: Tasha's Cauldron of Everything_
|
human:Mind Sliver
bot:*Mind Sliver*
_Enchantment cantrip_
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, ,
*Duration:* 1 round
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. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
_Source: Tasha's Cauldron of Everything_
|
human:Spirit Shroud
bot:*Spirit Shroud*
_Level 3 Necromancy _
_Cleric, Paladin,Warlock,Wizard_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 1 minute
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until 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. In 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
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human:Summon Aberration
bot:*Summon Aberration*
_Level 4 Conjuration _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Beast
bot:*Summon Beast*
_Level 2 Conjuration _
_Druid, Ranger_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Celestial
bot:*Summon Celestial*
_Level 5 Conjuration _
_Cleric, Paladin_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A golden reliquary worth at least 500 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Construct
bot:*Summon Construct*
_Level 4 Conjuration _
_Artificer, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (An ornate stone and metal lockbox worth at least 400 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Elemental
bot:*Summon Elemental*
_Level 4 Conjuration _
_Druid, Ranger,Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (Air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
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human:Summon Fey
bot:*Summon Fey*
_Level 3 Conjuration _
_Druid, Ranger,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A gilded flower worth at least 300 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Fiend
bot:*Summon Fiend*
_Level 6 Conjuration _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (Humanoid blood inside a ruby vial worth at least 600 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Summon Shadowspawn
bot:*Summon Shadowspawn*
_Level 3 Conjuration _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (Tears inside a gem worth at least 300 gp)
*Duration:* Up to 1 hour
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 drops to 0 hit points or when the spell ends. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
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human:Summon Undead
bot:*Summon Undead*
_Level 3 Necromancy _
_Warlock, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (A gilded skull worth at least 300 gp)
*Duration:* Up to 1 hour
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. The 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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
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human:Sword Burst
bot:*Sword Burst*
_Conjuration cantrip_
_Artificer, Sorcerer,Warlock,Wizard_
*Casting Time:* 1 action
*Range:* Self (5-foot radius)
*Components:* V, ,
*Duration:* Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
_Source: Tasha's Cauldron of Everything_
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human:Tasha's Caustic Brew
bot:*Tasha's Caustic Brew*
_Level 1 Evocation _
_Artificer, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* Self (30-foot line)
*Components:* V, S, M (A bit of rotten fruit)
*Duration:* Up to 1 minute
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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
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human:Tasha's Mind Whip
bot:*Tasha's Mind Whip*
_Level 2 Enchantment _
_Sorcerer, Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, ,
*Duration:* 1 round
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.
*At Higher Levels:* 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.
_Source: Tasha's Cauldron of Everything_
|
human:Tasha's Otherworldly Guise
bot:*Tasha's Otherworldly Guise*
_Level 6 Transmutation _
_Sorcerer, Warlock,Wizard_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, S, M (An object engraved with a symbol of the Outer Planes, worth at least 500 gp)
*Duration:* Up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes); You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes); Spectral wings appear on your back, giving you a flying speed of 40 feet; You have a +2 bonus to AC; 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; 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.
_Source: Tasha's Cauldron of Everything_
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human:Dark Star
bot:*Dark Star*
_Level 8 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* 150 feet
*Components:* V, S, M (A shard of onyx and a drop of the caster's blood,both of which the spell consumes)
*Duration:* Up to 1 minute
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. For 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 immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any 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.
_Source: Explorer's Guide to Wildemount_
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human:Fortune's Favor
bot:*Fortune's Favor*
_Level 2 Divination _
_Wizard_
*Casting Time:* 1 minute
*Range:* 60 feet
*Components:* V, S, M (A white pearl worth at least 100 gp, which the spell consumes)
*Duration:* 1 hour
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. If 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.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
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human:Gift of Alacrity
bot:*Gift of Alacrity*
_Level 1 Divination _
_Wizard_
*Casting Time:* 1 minute
*Range:* Touch
*Components:* V, S,
*Duration:* 8 hours
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
_Source: Explorer's Guide to Wildemount_
|
human:Gravity Fissure
bot:*Gravity Fissure*
_Level 6 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* Self (100-foot line)
*Components:* V, S, M (A fistful of iron filings)
*Duration:* Instantaneous
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 Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each 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.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
|
human:Gravity Sinkhole
bot:*Gravity Sinkhole*
_Level 4 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* 120 feet
*Components:* V, S, M (A black marble)
*Duration:* Instantaneous
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.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
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human:Immovable Object
bot:*Immovable Object*
_Level 2 Transmutation _
_Wizard_
*Casting Time:* 1 action
*Range:* Touch
*Components:* V, S, M (Gold dust worth at least 25 gp, which the spell consumes)
*Duration:* 1 hour
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. If the object is fixed in the air, it can hold up to 4000 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.
*At Higher Levels:* 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 8000 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 20000 pounds of weight, and the effect is permanent until dispelled.
_Source: Explorer's Guide to Wildemount_
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human:Magnify Gravity
bot:*Magnify Gravity*
_Level 1 Transmutation _
_Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S,
*Duration:* 1 round
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. Until 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.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
|
human:Pulse Wave
bot:*Pulse Wave*
_Level 3 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* Self (30-foot cone)
*Components:* V, S,
*Duration:* Instantaneous
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or have as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
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human:Ravenous Void
bot:*Ravenous Void*
_Level 9 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* 1000 feet
*Components:* V, S, M (A small, nine-pointed star made of iron)
*Duration:* Up to 1 minute
You create a 20-foot-radius sphere of destructive gravitational 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. When 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. A 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 nonmagical items it is wearing or carrying.
_Source: Explorer's Guide to Wildemount_
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human:Reality Break
bot:*Reality Break*
_Level 8 Conjuration _
_Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A crystal prism)
*Duration:* Up to 1 minute
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.
_Source: Explorer's Guide to Wildemount_
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human:Sapping Sting
bot:*Sapping Sting*
_Necromancy cantrip_
_Wizard_
*Casting Time:* 1 action
*Range:* 30 feet
*Components:* V, S,
*Duration:* Instantaneous
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
_Source: Explorer's Guide to Wildemount_
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human:Temporal Shunt
bot:*Temporal Shunt*
_Level 5 Transmutation _
_Wizard_
*Casting Time:* 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
*Range:* 120 feet
*Components:* V, S,
*Duration:* 1 round
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.
*At Higher Levels:* 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.
_Source: Explorer's Guide to Wildemount_
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human:Tether Essence
bot:*Tether Essence*
_Level 7 Necromancy _
_Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A spool of platinum cord worth at least 250 gp, which the spell consumes)
*Duration:* Up to 1 hour
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. Ifboth 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 onboth. If the spell ends on one creature, it ends onboth.
_Source: Explorer's Guide to Wildemount_
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human:Time Ravage
bot:*Time Ravage*
_Level 9 Necromancy _
_Wizard_
*Casting Time:* 1 action
*Range:* 90 feet
*Components:* V, S, M (An hourglass filled with diamond dust worth at least 5000 gp, which the spell consumes)
*Duration:* Instantaneous
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.
_Source: Explorer's Guide to Wildemount_
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human:Wristpocket
bot:*Wristpocket*
_Level 2 Conjuration (ritual)_
_Wizard_
*Casting Time:* 1 action
*Range:* Self
*Components:* , S,
*Duration:* Up to 1 hour
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. Until 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.
_Source: Explorer's Guide to Wildemount_
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human:Create Magen
bot:*Create Magen*
_Level 7 Transmutation _
_Wizard_
*Casting Time:* 1 hour
*Range:* Touch
*Components:* V, S, M (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 1500 gp that is not consumed)
*Duration:* Instantaneous
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 Magen Stat Blocks for different kinds of magen and their statistics. When 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. Any magen you create with this spell obeys your commands without question.
_Source: Icewind Dale: Rime of the Frostmaiden_
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human:Frost Fingers
bot:*Frost Fingers*
_Level 1 Evocation _
_Wizard_
*Casting Time:* 1 action
*Range:* Self (15-foot cone)
*Components:* V, S,
*Duration:* Instantaneous
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 successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
*At Higher Levels:* 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.
_Source: Icewind Dale: Rime of the Frostmaiden_
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human:Air Bubble
bot:*Air Bubble*
_Level 2 Conjuration _
_Artificer, Druid,Ranger,Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* , S,
*Duration:* 24 hours
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).
*At Higher Levels:* 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.
_Source: Astral Adventurer's Guide_
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human:Create Spelljamming Helm
bot:*Create Spelljamming Helm*
_Level 5 Transmutation _
_Artificer, Druid_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* V, S, M (A crystal rod worth at least 5000 gp, which the spell consumes)
*Duration:* Instantaneous
Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.
_Source: Astral Adventurer's Guide_
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human:Ashardalon's Stride
bot:*Ashardalon's Stride*
_Level 3 Transmutation _
_Artificer, Ranger,Sorcerer,Wizard_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, S,
*Duration:* Up to 1 minute
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. When 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.
*At Higher Levels:* 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.
_Source: Fizban's Treasury of Dragons_
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human:Draconic Transformation
bot:*Draconic Transformation*
_Level 7 Transmutation _
_Druid, Sorcerer,Wizard_
*Casting Time:* 1 bonus action
*Range:* Self
*Components:* V, S, M (A statuette of a dragon, worth at least 500 gp)
*Duration:* Up to 1 minute
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends: Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you; Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one; Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
_Source: Fizban's Treasury of Dragons_
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human:Fizban's Platinum Shield
bot:*Fizban's Platinum Shield*
_Level 6 Abjuration _
_Sorcerer, Wizard_
*Casting Time:* 1 bonus action
*Range:* 60 feet
*Components:* V, S, M (A platinum-plated dragon scale, worth at least 500 gp)
*Duration:* Up to 1 minute
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: Cover. The creature has half cover; Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage; Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
_Source: Fizban's Treasury of Dragons_
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human:Nathair's Mischief
bot:*Nathair's Mischief*
_Level 2 Illusion _
_Bard, Sorcerer,Wizard_
*Casting Time:* 1 action
*Range:* 60 feet
*Components:* , S, M (A piece of crust from an apple pie)
*Duration:* Up to 1 minute
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge Table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
_Source: Fizban's Treasury of Dragons_
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