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ogl_spells.json
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[
{
"Name": "Acid Splash",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.\n\nThis spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).",
"Duration": "Instantaneous",
"Level": 0,
"Range": "60 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Aid",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Cleric",
"Paladin"
],
"Components": "V, S, M (a tiny strip of white cloth)",
"Description": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.\n\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.",
"Duration": "8 hours",
"Level": 2,
"Range": "30 feet",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Alarm",
"CastingTime": "1 minute",
"Classes": [
"Artificer",
"Ranger",
"Wizard"
],
"Components": "V, S, M (a tiny bell and a piece of fine silver wire)",
"Description": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.\n\nA mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.\n\nAn audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.",
"Duration": "8 hours",
"Level": 1,
"Range": "30 feet",
"Ritual": true,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Alter Self",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\nAquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\nChange Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\nNatural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.",
"Duration": "Concentration, up to 1 hour",
"Level": 2,
"Range": "Self",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Animal Friendship",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Druid",
"Ranger"
],
"Components": "V, S, M (a morsel of food)",
"Description": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.\n\nAt Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.",
"Duration": "24 hours",
"Level": 1,
"Range": "30 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Animal Messenger",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Druid",
"Ranger"
],
"Components": "V, S, M (a morsel of food)",
"Description": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.\n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.\n\nAt Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.",
"Duration": "24 hours",
"Level": 2,
"Range": "30 feet",
"Ritual": true,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Animal Shapes",
"CastingTime": "1 action",
"Classes": [
"Druid"
],
"Components": "V, S",
"Description": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.\n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.",
"Duration": "Concentration, up to 24 hours",
"Level": 8,
"Range": "30 feet",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Animate Dead",
"CastingTime": "1 minute",
"Classes": [
"Cleric",
"Wizard"
],
"Components": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)",
"Description": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).\n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\n\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.",
"Duration": "Instantaneous",
"Level": 3,
"Range": "10 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Animate Objects",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\n\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nAnimated Object Statistics\n\nTiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18\n\nSmall - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14\n\nMedium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12\n\nLarge - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10\n\nHuge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6\n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\n\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.\n\nAt Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.",
"Duration": "Concentration, up to 1 minute",
"Level": 5,
"Range": "120 feet",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Antilife Shell",
"CastingTime": "1 action",
"Classes": [
"Druid"
],
"Components": "V, S",
"Description": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.\n\nThe barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\n\nIf you move so that an affect creature is forced to pass through the barrier, the spell ends.",
"Duration": "Concentration, up to 1 hour",
"Level": 5,
"Range": "Self (10-foot radius)",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Antimagic Field",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Wizard"
],
"Components": "V, S M (a pinch of powdered iron or iron filings)",
"Description": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.\n\nSpells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\nTargeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\n\nAreas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n\nSpells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\n\nMagic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\nMagical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.\n\nCreatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\n\nDispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.",
"Duration": "Concentration, up to 1 hour",
"Level": 8,
"Range": "Self (10-foot-radius sphere)",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Antipathy/Sympathy",
"CastingTime": "1 hour",
"Classes": [
"Druid",
"Wizard"
],
"Components": "V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)",
"Description": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\n\nAntipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n\nSympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists.\n\nA creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.",
"Duration": "10 days",
"Level": 8,
"Range": "60 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Arcane Eye",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Wizard"
],
"Components": "V, S, M (a bit of bat fur)",
"Description": "You create an invisible, magical eye within range that hovers in the air for the duration.\n\nYou mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\n\nAs an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.",
"Duration": "Concentration, up to 1 hour",
"Level": 4,
"Range": "30 feet",
"Ritual": false,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Arcane Lock",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Wizard"
],
"Components": "V, S, M (gold dust worth at least 25 gp, which the spell consumes)",
"Description": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\n\nWhile affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.",
"Duration": "Until dispelled",
"Level": 2,
"Range": "Touch",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Astral Projection",
"CastingTime": "1 hour",
"Classes": [
"Cleric",
"Warlock",
"Wizard"
],
"Components": "V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)",
"Description": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.\n\nYour astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.\n\nYour astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.\n\nThe spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.\n\nThe spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.\n\nIf you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.",
"Duration": "Special",
"Level": 9,
"Range": "10 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Augury",
"CastingTime": "1 minute",
"Classes": [
"Cleric"
],
"Components": "V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)",
"Description": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.\n\n• Weal, for good results\n\n• Woe, for bad results\n\n• Weal and woe, for both good and bad results\n\n• Nothing, for results that aren't especially good or bad\n\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.\n\nIf you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.",
"Duration": "Instantaneous",
"Level": 2,
"Range": "Self",
"Ritual": true,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Awaken",
"CastingTime": "8 hours",
"Classes": [
"Bard",
"Druid"
],
"Components": "V, S, M (an agate worth at least 1,000 gp, which the spell consumes)",
"Description": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.\n\nThe awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.",
"Duration": "Instantaneous",
"Level": 5,
"Range": "Touch",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Bane",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Cleric"
],
"Components": "V, S, M (a drop of blood)",
"Description": "Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.",
"Duration": "Concentration, up to 1 minute",
"Level": 1,
"Range": "30 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Banishment",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Paladin",
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S, M (an item distasteful to the target)",
"Description": "You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.\n\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.\n\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.",
"Duration": "Concentration, up to 1 minute",
"Level": 4,
"Range": "60 feet",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Barkskin",
"CastingTime": "1 action",
"Classes": [
"Druid",
"Ranger"
],
"Components": "V, S, M (a handful of oak bark)",
"Description": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.",
"Duration": "Concentration, up to 1 hour",
"Level": 2,
"Range": "Touch",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Beacon of Hope",
"CastingTime": "1 action",
"Classes": [
"Cleric"
],
"Components": "V, S",
"Description": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.",
"Duration": "Concentration, up to 1 minute",
"Level": 3,
"Range": "30 feet",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Bestow Curse",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Cleric",
"Wizard"
],
"Components": "V, S",
"Description": "You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.\n\n• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n\n• While cursed, the target has disadvantage on attack rolls against you.\n\n• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n\n• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\n\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.\n\nAt Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.",
"Duration": "Concentration, up to 1 minute",
"Level": 3,
"Range": "Touch",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Arcane Hand",
"CastingTime": "1 action",
"Classes": [
"Wizard"
],
"Components": "V, S, M (an eggshell and a snakeskin glove)",
"Description": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.\n\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n\nClenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\n\nForceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\n\nInterposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.\n\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.",
"Duration": "Concentration, up to 1 minute",
"Level": 5,
"Range": "120 feet",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Blade Barrier",
"CastingTime": "1 action",
"Classes": [
"Cleric"
],
"Components": "V, S",
"Description": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\n\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.",
"Duration": "Concentration, up to 10 minutes",
"Level": 6,
"Range": "90 feet",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Bless",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Paladin"
],
"Components": "V, S, M (a sprinkling of holy water)",
"Description": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.",
"Duration": "Concentration, up to 1 minute",
"Level": 1,
"Range": "30 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Blight",
"CastingTime": "1 action",
"Classes": [
"Druid",
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S",
"Description": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.\n\nIf you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\n\nIf you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.\n\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.",
"Duration": "Instantaneous",
"Level": 4,
"Range": "30 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Blindness/Deafness",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Cleric",
"Sorcerer",
"Wizard"
],
"Components": "V",
"Description": "You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.\n\nAt 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.",
"Duration": "1 minute",
"Level": 2,
"Range": "30 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Blink",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\n\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.",
"Duration": "1 minute",
"Level": 3,
"Range": "Self",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Blur",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Sorcerer",
"Wizard"
],
"Components": "V",
"Description": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.",
"Duration": "Concentration, up to 1 minute",
"Level": 2,
"Range": "Self",
"Ritual": false,
"School": "Illusion",
"Source": "Player's Handbook"
},
{
"Name": "Branding Smite",
"CastingTime": "1 bonus action",
"Classes": [
"Paladin"
],
"Components": "V",
"Description": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\n\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.",
"Duration": "Concentration, up to 1 minute",
"Level": 2,
"Range": "Self",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Burning Hands",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\n\nThe fire ignites any flammable objects in the area that aren't being worn or carried.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.",
"Duration": "Instantaneous",
"Level": 1,
"Range": "Self (15-foot cone)",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Call Lightning",
"CastingTime": "1 action",
"Classes": [
"Druid"
],
"Components": "V, S",
"Description": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).\n\nWhen you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\n\nIf you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.\n\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.",
"Duration": "Concentration, up to 10 minutes",
"Level": 3,
"Range": "120 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Calm Emotions",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Cleric"
],
"Components": "V, S",
"Description": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\n\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.",
"Duration": "Concentration, up to 1 minute",
"Level": 2,
"Range": "60 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Chain Lightning",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S, M (a bit of fur, a piece of amber, glass, or crystal rod, and three silver pins)",
"Description": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\nA target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.\n\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.",
"Duration": "Instantaneous",
"Level": 6,
"Range": "150 feet",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Charm Person",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Druid",
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S",
"Description": "You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.",
"Duration": "1 hour",
"Level": 1,
"Range": "30 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Chill Touch",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S",
"Description": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\n\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\n\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
"Duration": "1 round",
"Level": 0,
"Range": "120 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Circle of Death",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S, M (the powder of a crushed black pearl worth at least 500 gp)",
"Description": "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.",
"Duration": "Instantaneous",
"Level": 6,
"Range": "150 feet",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Clairvoyance",
"CastingTime": "10 minutes",
"Classes": [
"Bard",
"Cleric",
"Sorcerer",
"Wizard"
],
"Components": "V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying)",
"Description": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.\n\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.\n\nA creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.",
"Duration": "Concentration, up to 10 minutes",
"Level": 3,
"Range": "1 mile",
"Ritual": false,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Clone",
"CastingTime": "1 hour",
"Classes": [
"Wizard"
],
"Components": "V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)",
"Description": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.\n\nAt any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.",
"Duration": "Instantaneous",
"Level": 8,
"Range": "Touch",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Cloudkill",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S",
"Description": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.\n\nWhen a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.\n\nThe fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. 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.\n\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 5th.",
"Duration": "Concentration, up to 10 minutes",
"Level": 5,
"Range": "120 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Color Spray",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)",
"Description": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).\n\nStarting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.",
"Duration": "1 round",
"Level": 1,
"Range": "Self (15-foot cone)",
"Ritual": false,
"School": "Illusion",
"Source": "Player's Handbook"
},
{
"Name": "Command",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Paladin"
],
"Components": "V",
"Description": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.\n\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target falls prone and then ends its turn.\n\nHalt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.",
"Duration": "1 round",
"Level": 1,
"Range": "60 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Commune",
"CastingTime": "1 minute",
"Classes": [
"Cleric"
],
"Components": "V, S, M (incense and a vial of holy or unholy water)",
"Description": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.",
"Duration": "1 minute",
"Level": 5,
"Range": "Self",
"Ritual": true,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Commune with Nature",
"CastingTime": "1 minute",
"Classes": [
"Druid",
"Ranger"
],
"Components": "V, S",
"Description": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.\n\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent plants, minerals, animals, or peoples; powerful celestials, fey, fiends, elementals, or undead; influence from other planes of existence; buildings.\n\nFor example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.",
"Duration": "Instantaneous",
"Level": 5,
"Range": "Self",
"Ritual": true,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Comprehend Languages",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "V, S, M (a pinch of soot and salt)",
"Description": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.\n\nThis spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.",
"Duration": "1 hour",
"Level": 1,
"Range": "Self",
"Ritual": true,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Compulsion",
"CastingTime": "1 action",
"Classes": [
"Bard"
],
"Components": "V, S",
"Description": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.\n\nA target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.",
"Duration": "Concentration, up to 1 minute",
"Level": 4,
"Range": "30 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Cone of Cold",
"CastingTime": "1 action",
"Classes": [
"Sorcerer",
"Wizard"
],
"Components": "V, S, M (a small crystal or glass cone)",
"Description": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.\n\nA creature killed by this spell becomes a frozen statue until it thaws.\n\nAt 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.",
"Duration": "Instantaneous",
"Level": 5,
"Range": "Self (60-foot cone)",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Confusion",
"CastingTime": "1 action",
"Classes": [
"Bard",
"Druid",
"Sorcerer",
"Wizard"
],
"Components": "V, S, M (three nut shells)",
"Description": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.\n\n2-6: The creature doesn't move or take actions this turn.\n\n7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.\n\n9-10: The creature can act and move normally.\n\nAt the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.\n\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.",
"Duration": "Concentration, up to 1 minute",
"Level": 4,
"Range": "90 feet",
"Ritual": false,
"School": "Enchantment",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Animals",
"CastingTime": "1 action",
"Classes": [
"Druid",
"Ranger"
],
"Components": "V, S",
"Description": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.\n\n• One beast of challenge rating 2 or lower\n\n• Two beasts of challenge rating 1 or lower\n\n• Four beasts of challenge rating 1/2 or lower\n\n• Eight beasts of challenge rating 1/4 or lower\n\nEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.\n\nAt Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.",
"Duration": "Concentration, up to 1 hour",
"Level": 3,
"Range": "60 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Celestial",
"CastingTime": "1 minute",
"Classes": [
"Cleric"
],
"Components": "V, S",
"Description": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.\n\nThe celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions The DM has the celestial's statistics. At Higher Levels:\n\nWhen you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.",
"Duration": "Concentration, up to 1 hour",
"Level": 7,
"Range": "90 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Elemental",
"CastingTime": "1 minute",
"Classes": [
"Druid",
"Wizard"
],
"Components": "V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)",
"Description": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.\n\nThe elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.\n\nIf your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.\n\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.",
"Duration": "Concentration, up to 1 hour",
"Level": 5,
"Range": "90 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Fey",
"CastingTime": "1 minute",
"Classes": [
"Druid",
"Warlock"
],
"Components": "V, S",
"Description": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.\n\nIf your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.\n\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.",
"Duration": "Concentration, up to 1 hour",
"Level": 6,
"Range": "90 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Minor Elementals",
"CastingTime": "1 minute",
"Classes": [
"Druid",
"Wizard"
],
"Components": "V, S",
"Description": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.\n\n• One elemental of challenge rating 2 or lower\n\n• Two elementals of challenge rating 1 or lower\n\n• Four elementals of challenge rating 1/2 or lower\n\n• Eight elementals of challenge rating 1/4 or lower.\n\nAn elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.\n\nAt Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot",
"Duration": "Concentration, up to 1 hour",
"Level": 4,
"Range": "90 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Conjure Woodland Beings",
"CastingTime": "1 action",
"Classes": [
"Druid",
"Ranger"
],
"Components": "V, S, M (one holly berry per creature summoned)",
"Description": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.\n\n• One fey creature of challenge rating 2 or lower\n\n• Two fey creatures of challenge rating 1 or lower\n\n• Four fey creatures of challenge rating 1/2 or lower\n\n• Eight fey creatures of challenge rating 1/4 or lower\n\nA summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.\n\nAt Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot.",
"Duration": "Concentration, up to 1 hour",
"Level": 4,
"Range": "60 feet",
"Ritual": false,
"School": "Conjuration",
"Source": "Player's Handbook"
},
{
"Name": "Contact Other Plane",
"CastingTime": "1 minute",
"Classes": [
"Warlock",
"Wizard"
],
"Components": "V",
"Description": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.\n\nOn a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.",
"Duration": "1 minute",
"Level": 5,
"Range": "Self",
"Ritual": true,
"School": "Divination",
"Source": "Player's Handbook"
},
{
"Name": "Contagion",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Druid"
],
"Components": "V, S",
"Description": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.\n\nAt the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\nBlinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n\nFilth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\n\nFlesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\nMindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\nSeizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\n\nSlimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.",
"Duration": "7 days",
"Level": 5,
"Range": "Touch",
"Ritual": false,
"School": "Necromancy",
"Source": "Player's Handbook"
},
{
"Name": "Contingency",
"CastingTime": "10 minutes",
"Classes": [
"Wizard"
],
"Components": "V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)",
"Description": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.\n\nThe contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.\n\nThe contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.",
"Duration": "10 days",
"Level": 6,
"Range": "Self",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Continual Flame",
"CastingTime": "1 action",
"Classes": [
"Artificer",
"Cleric",
"Wizard"
],
"Components": "V, S, M (ruby dust worth 50 gp, which the spell consumes)",
"Description": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.",
"Duration": "Until dispelled",
"Level": 2,
"Range": "Touch",
"Ritual": false,
"School": "Evocation",
"Source": "Player's Handbook"
},
{
"Name": "Control Water",
"CastingTime": "1 action",
"Classes": [
"Cleric",
"Druid",
"Wizard"
],
"Components": "V, S, M (a drop of water and a pinch of dust)",
"Description": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.",
"Duration": "Concentration, up to 10 minutes",
"Level": 4,
"Range": "300 feet",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Control Weather",
"CastingTime": "10 minutes",
"Classes": [
"Cleric",
"Druid",
"Wizard"
],
"Components": "V, S, M (burning incense and bits of earth and wood mixed in water)",
"Description": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage 1 - Clear\nStage 2 - Light clouds\nStage 3 - Overcast or ground fog\nStage 4 - Rain, hail or snow\nStage 5 - Torrential rain, driving hail or blizzard\n\nTemperature:\nStage 1 - Unbearable heat\nStage 2 - Hot\nStage 3 - Warm\nStage 4 - Cool\nStage 5 - Cold\nStage 6 - Arctic cold\n\nWind:\nStage 1 - Calm\nStage 2 - Moderate wind\nStage 3 - Strong wind\nStage 4 - Gale\nStage 5 - Storm",
"Duration": "Concentration, up to 8 hours",
"Level": 8,
"Range": "Self (5-mile radius)",
"Ritual": false,
"School": "Transmutation",
"Source": "Player's Handbook"
},
{
"Name": "Counterspell",
"CastingTime": "1 reaction",
"Classes": [
"Sorcerer",
"Warlock",
"Wizard"
],
"Components": "S",
"Description": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.\n\nAt Higher Level. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.",
"Duration": "Instantaneous",
"Level": 3,
"Range": "60 feet",
"Ritual": false,
"School": "Abjuration",
"Source": "Player's Handbook"
},
{
"Name": "Create Food and Water",
"CastingTime": "1 action",
"Classes": [